A tag is a keyword or label that categorizes your question with other, similar questions. Using the right tags makes it easier for others to find and answer your question.

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an OpenGL feature that provides methods for uploading data to the video device for non-immediate-mode rendering.
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A framework for programming language and platform agnostic application development. It was developed by Microsoft and the most well known implementation is Microsoft .Net for Windows. Another implemen…
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extensions or modifications of other games that enhance or change the game play of the original game. This can often be done with SDKs or other tools provided by the developer. Sometimes, mod…
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used for questions about the creation of terrain.
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Any part of an object or graphic that light does not fully reflect off of, and thus can be seen through. Also applies to translucency effects.
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Songs or melodies that play in the background of scenes to set the tone and nature. Also known as BGM, or background music.
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The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
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A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.
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A philosophy, or pragmatic methodology that promotes free redistribution and access to an end product's design and implementation details.
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a specialized processor designed to accelerate the process of building images.
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The promotion of games to others, because otherwise no one would be playing your game!
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The pixel resolution that the game displays in, or can be displayed in if there are multiple.
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A 2D shape consisting of straight lines that are joined to for a circuit.
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Hands-on teaching material for learning different elements of game development. Sometimes also used for topics on "in game tutorials".
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Copyright gives the creator of an original work exclusive legal rights to it
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Depth buffer stores a depth (z-coordinate) of a rendered pixel of a 3D scene. Depth buffer is used in Z-buffering (management of image depth coordinates). Because of this depth buffer is often called …
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The name for a class of rendering technique where geometry and material properties are explicitly separated from the lighting computations. This is done by rendering the material properties of various…
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Short for "independent development", the development of games outside of the corporate world. May be a single person or a team of friends/associates.
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Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.
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Term 'resource' represents a game content item: an audio file, video clip, sprite animation image, etc.
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viewed from a side-view camera angle. On-screen characters generally move from the left side to the right.
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A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.
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Often the primary input for computer games. It boasts a very large versatility for direct input.
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a general-purpose programming language that is especially suited for web development.
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a process by which shadows are added in 3D graphics scenes.
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a markup language that defines a set of rules for encoding documents in a format that is both human-readable and machine-readable.
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generally reffered to input used by mobile phones and tablet-type computers.
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A unit or group of units performs an action while everything else is only capable of reacting to that performed action(s). Then the next unit or group of units can act.
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Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.
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3D software made by Autodesk for animation, modeling, simulation, visual effects, rendering, matchmoving, and compositing on a highly extensible production platform.
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Questions about game development on Linux operating system, for Linux or any other OS.