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.
The creation and layout of the individual rooms/stages/sections in which the game takes place in.
A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.
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…
action that is usually happenes "outside" of main program thread, but handled inside of it.
Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.
The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.
A very common input device in computer games. It offers a more direct form of movement compared to directional input.
a technique by which a complex mesh (or "skin") is animated through the animation of a simpler hierarchical collection of geometry (the "bones").
a video effect which requires non-trivial usage of standard graphics library calls, or custom graphics processing algorithms like shaders to achieve the required result.
a general-purpose, high-level, object-oriented programming language. It's mainly used for game development on Apple iOS and Mac OS devices, however it's not limitied to this platforms.
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…
Software designed to store massive amounts of data in a queryable form. The data is typically organized to model relevant aspects in a way that supports processes requiring this information.
The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
A collection of vertices, edges and faces that defines the shape of objects
You're reading text right now. Characters representing primarily letters and numbers, usually arranged to present a message.
a professional, free 3D Game Multiphysics Library that provides state of the art collision detection, soft body and rigid body dynamics.
the vocabulary of technical terms in the game development field.
Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.
an integrated development environment (IDE) from Microsoft. It supports many different programming languages.
the branch of mathematics concerning vector spaces and linear mappings between such spaces. The tag is generally used for questions regarding calculations over vectors.
usually associated with complex interacting game entities which represent either player itself or non-player entities (NPC).
a point defining the corners of polygons or intersections of lines. A triangle for example is defined by 3 vertices with lines between them. In 3D-graphical APIs like OpenGL a…
An input method used in games; this generally refers to the input used by mobile phones and tablet-type computers.
Unreal Development Kit - a version of Unreal Engine 3 that can be used to make games for PC and iOS. Licensing is done on a back-end-only basis.
the legal right of the creator of a work to define how that work may be used and distributed.
the visual perception of light by humans into named categories, commonly "red," "green," and "blue."