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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used for questions about the creation of terrain.
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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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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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The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
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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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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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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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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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Copyright gives the creator of an original work exclusive legal rights to it
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a specialized processor designed to accelerate the process of building images.
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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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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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a process by which shadows are added in 3D graphics scenes.
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The Unreal Engine. Not to be confused with the free UDK.
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a general-purpose programming language that is especially suited for web development.
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The promotion of games to others, because otherwise no one would be playing your game!
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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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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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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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Hands-on teaching material for learning different elements of game development. Sometimes also used for topics on "in game tutorials".
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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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Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.
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Often the primary input for computer games. It boasts a very large versatility for direct input.
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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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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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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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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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generally reffered to input used by mobile phones and tablet-type computers.