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Terminology is the vocabulary of technical terms in the game development field.

4 votes
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Generating animations in real time

This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline. Some examples of pure …
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3 votes

Name for groups of cards in a card game

When I did this a couple years ago, I called them all "piles", and a hand (fan) was just a special subcategory of pile that could hover off-table and have private visibility to one player.
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2 votes

What kind of math is used by this camera panning script?

Vector3 offset = cam.ScreenToViewportPoint(lastPanPosition - newPanPosition); Vector3 move = new Vector3(offset.x * PanSpeed, 0, offset.y * PanSpeed); What is this exactly? I mean, what science is b …
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2 votes
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Looking for the name of the tap handle with four 'spokes'

I'm not aware of a specific term used for this kind of widget in UX/UI design specifically (the way we have names for the hamburger menu or kebab/dango menu) But searching for "cross handle" turns up …
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1 vote

What is the term for making an object transparent when it blocks the player's view?

I'm not aware of a standard term for this. Depending on how it's implemented, I might call it... "obstacle/occluder fade-out" if the object gains transparency all-over, evenly. Or "...dither-out" if …
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0 votes
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Game development equivalent of Movie Director

As Almo says, roles within game development vary quite widely from studio to studio, or sometimes even between projects for a single team. But there are common patterns. I think the closest equivalen …
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How do you refer to the objects covering the ground?

I would say game assets is definitely not specific enough. Everything in your game is an asset — the terrain itself, the shaders and textures it uses, every JSON or XML data file. Similarly, I'd argu …
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4 votes
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What does the Node2D transform property do?

In games, a "transform" refers to how an object is positioned, oriented, or scaled within the game world. To move an object, to rotate an object, or to squash and stretch an object are all forms of " …
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11 votes

Can polishing the GUI be ever considered a part of making the MVP?

Remember, these terms we throw around like MVP, agile, ECS, vertical slice, etc. are not absolute laws of the universe. They're just ideas that some folks have found helpful to their process. Where t …
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6 votes
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What is a Frame and Frame Per Second?

Games inherited this term from animation, film, and video. There, a "frame" is one still image in the sequence. By playing lots of frames in rapid succession, we create the illusion of motion. See thi …
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5 votes

Technical term for the border that appears around the screen, usually in response to low hea...

At our studio (Ubisoft Toronto) we usually call it a (low) health vignette. A vignette in photography & film refers to an effect around the edges of the frame (usually a darkening or defocus) like th …
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2 votes
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Difference between reflection mapping and raytracing

Up until recently, when someone said raytracing, they almost certainly meant rendering the whole scene with ray-based techniques. Meaning... For each pixel in the image, we fire a ray from the camer …
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1 vote
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Terminology in a hierarchy of levels

Some options for an "outer" level: Group Set Stage Phase Tier (also suggests escalating value/difficulty) Folder (like a file system) Book Some options for an "inner" level: Puzzle Entry Challen …
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3 votes

How to name HP/MP/Exp bars in a single word?

In game design terms, HP, MP, and XP are all "resources" so we could call them "Resource Bars" collectively. If that's too abstract/designer-y, we could also try "Points Bars" since it encompasses hi …
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4 votes

What is "mapping seams" and "hard edges (doubled-up vertices)" in UV?

Inside the GPU pipeline, each vertex represents a unique combination of: a position (so we know where to draw this corner of the adjacent polygon(s) on the screen) a normal vector (which way the sur …
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