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.
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…
A collection of vertices, edges and faces that defines the shape of objects
action that is usually happenes "outside" of main program thread, but handled inside of it.
a powerful, fast, lightweight, embeddable scripting language. Lua is widely used as a scripting language by game programmers, perhaps owing to how easy it is to embed, its fast execution, an…
A very common input device in computer games. It offers a more direct form of movement compared to directional input.
The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.
a 2D and 3D open source game engine developed by the Godot Engine community. It features a built-in development environment which runs on Windows, macOS and Linux and can create games targeti…
specifically related to version 9.0 of DirectX SDK. If your question is not specific to this version of SDK (i.e. it could apply to DirectX 10 and 11 as well), use the 'directx' ta…
The creation and layout of the individual rooms/stages/sections in which the game takes place in.
loaded into memory as one image.
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.
a technique by which a complex mesh (or "skin") is animated through the animation of a simpler hierarchical collection of geometry (the "bones").
For questions about modding Minecraft.
usually referred to anything that is affected by physics.
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.
You're reading text right now. Characters representing primarily letters and numbers, usually arranged to present a message.
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.
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.
A definition of physical and/or visual characteristics of a surface, often for use with rendering software or a game engine.
the vocabulary of technical terms in the game development field.
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…
a professional, free 3D Game Multiphysics Library that provides state of the art collision detection, soft body and rigid body dynamics.
the branch of mathematics concerning vector spaces and linear mappings between such spaces. The tag is generally used for questions regarding calculations over vectors.
The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
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.
usually associated with complex interacting game entities which represent either player itself or non-player entities (NPC).
the visual perception of light by humans into named categories, commonly "red," "green," and "blue."
Audio (heard) output of a game.
an open-source third-party managed DirectX wrapper.
the legal right of the creator of a work to define how that work may be used and distributed.
An input method used in games; this generally refers to the input used by mobile phones and tablet-type computers.
A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.
A way of measuring time intervals for the purposes of triggering an action after some elapsed time.