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.
Unity UI is a UI toolkit for developing user interfaces for games and applications in Unity. It is a GameObject-based system that uses Components and the Game View to arrange, position, and style user…
Scale in relation to the geometry, in a game, whether that be 2D or 3D.
An input method used in games; this generally refers to the input used by mobile phones and tablet-type computers.
Objective-C is 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.
The pixel resolution that the game displays in, or can be displayed in if there are multiple.
Audio (heard) output of a game.
SharpDX is an open-source third-party managed DirectX wrapper.
A way of measuring time intervals for the purposes of triggering an action after some elapsed time.
GPU (graphics processing unit), is a specialized processor designed to accelerate the process of building images.
Debugging is a methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.
A navigation mesh is a data structure used by pathfinding algorithms to help AI agents move around complicated spaces. Navmeshes describe what part of level geometry agents are allowed to access (e.g.…
Colliders are geometric proxies used in collision detection. Colliders are usually simple shapes (e.g. spheres, boxes, capsules, and their 2D counterparts) that work best with collision detection algo…
Generally getting assets off disk and into memory.
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.
Shadow mapping is a process by which shadows are added in 3D graphics scenes.
Perlin noise is an algorithmic (computer-generated) effect developed by Ken Perlin, often used for simulating elements in nature and for procedural terrain generation, especially in situations with lo…
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 …
The motion physics of the objects sailing through the air, ranging from thrown baseballs to battleship cannonfire to falling rocks.
The practice of estimating a result (usually numeric) based on a set of known results.
Refers to attributes of the visual elements of the game (the style).
Terrain rendering is the visual representation of 2D or 3D landscapes.
Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.
A vector that is perpendicular to an object's surface.
A Vertex Buffer Object (VBO) is an OpenGL feature that provides methods for uploading data to the video device for non-immediate-mode rendering.
A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.
Designing a clear method of communication between the game and the user, whether hardware or software.
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.
3ds Max is a program for creating 3D animations, models, and images.
should be used for questions on the management of scenes (in the game engine) , across any platform. Note that the tag of the platform you are using needs to be added also.
GLM is a C++ math library based on the GLSL language.
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.
Often the primary input for computer games. It boasts a very large versatility for direct input.
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.
A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.
Ogre3D (www.ogre3d.org) is a multi-platform, open-source 3D rendering engine.