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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a phone operating system built by Microsoft to replace Windows Mobile. Key features include, Metro Design, access to XBOX Live, Office, Skydrive. Applications written for Windows Ph…
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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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usually associated with complex interacting game entities which represent either player itself or non-player entities (NPC).
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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 2D shape consisting of straight lines that are joined to for a circuit.
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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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the branch of mathematics concerning vector spaces and linear mappings between such spaces. The tag is generally used for questions regarding calculations over vectors.
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a process by which shadows are added in 3D graphics scenes.
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The imitation of a real-world process or system.
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The Unreal Engine. Not to be confused with the free UDK.
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The 3D modelling process of making a 2D image representation of a 3D model, although it is typically used to refer to mapping textures to 3D objects. It is especially used in games as it is an efficie…
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used for questions about the creation of terrain.
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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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The distribution of a game onto multiple platforms.
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Software for generating images and image sequences of 3-dimensional objects, and presenting those images on a computer screen. Used for visualization purposes, often by applications like computer game…
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A way of measuring time intervals for the purposes of triggering an action after some elapsed time.
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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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a framework for software development based on the CLR ("Common Language Runtime") standard.
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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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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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Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.
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a general-purpose programming language that is especially suited for web development.
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A way of organizing and storing information so that it occupies as small an amount of memory as possible while still retaining its full usefulness.
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any object in a game that the player can see and/or interact with. The player object, power ups, enemies, platforms, walls, weapons (if collision detection is considered) and projecti…
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the legal right of the creator of a work to define how that work may be used and distributed.
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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 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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Game development software that does not require a high level of programming knowledge. http://www.yoyogames.com/make
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The promotion of games to others, because otherwise no one would be playing your game!
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the second video game console developed by and produced for Microsoft and the successor to the Xbox.
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the 10th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3D visualizations and video on Microsoft platforms…
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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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The practice of estimating a result (usually numeric) based on a set of known results.