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.
an OpenGL feature that provides methods for uploading data to the video device for non-immediate-mode rendering.
The pixel resolution that the game displays in, or can be displayed in if there are multiple.
A way of measuring time intervals for the purposes of triggering an action after some elapsed time.
A 3D or pseudo-3D action game genre categorized most famously by its first-person perspective and a bias towards ranged projectile combat.
a specialized processor designed to accelerate the process of building images.
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 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…
The practice of estimating a result (usually numeric) based on a set of known results.
small to medium size programs that help you in a game development process. Use this tag for help developing and coordinating tools in your pipeline, not to request lists of existing programs…
A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.
Topics about the professional game development industry itself, as opposed to topics that come up in the process of developing games.
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.
Scale in relation to the geometry, in a game, whether that be 2D or 3D.
Unity 5.1 introduced a new framework to handle client+server networking, also known as UNet.
Questions about saving and loading (resuming, restoring) state of the game, allowing player stop and continue playing game at arbitrary moments of real and game time.
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.
Songs or melodies that play in the background of scenes to set the tone and nature. Also known as BGM, or background music.
A definition of physical and/or visual characteristics of a surface, often for use with rendering software or a game engine.
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…
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 methodical process of finding and reducing the number of bugs in a game, thus making it behave as expected.
3D software made by Autodesk for animation, modeling, simulation, visual effects, rendering, matchmoving, and compositing on a highly extensible production platform.
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.
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…
Usually a flat surface onto which information is visually presented. The screen of a computer is sometimes called a monitor.