Lesson 4: Designing Specific Game Components
Across
- 1. A technique that uses a non-square filtering pattern that helps to avoid a jagged finish. This kind of filtering is particularly suited for detailing distant textures, such as mountains in the background or a long, winding road.
- 5. A computer software that takes care of all mathematical calculations for implementing physics concept in game animation.
- 6. A game character that is not controlled by a player.
- 8. The smallest unit of texture that the GPU can process.
- 10. A sequence of challenging tasks and corresponding rewards that make players enjoy the game and gives them a sense of accomplishment.
- 12. A part of game code that is repeated throughout the duration the game is played.
- 13. A technique of incorporating the laws of physics into the game engine to realistically simulate the movement of game objects and characters that are free to move in a 3D space.
- 14. A matrix that tells the position of the model in the game environment. It is used to rotate, scale, and translate objects in 3D space by modifying their vertices.
- 15. A game loop in which the game code will call the Update method at fixed intervals.
- 16. A texture filtering technique in which the GPU calculates a texel value from the given two texels and uses the resultant texel to create the final image.
- 17. A process that determines the necessary action to be taken place based on the nature of the collision involved.
- 18. An HLSL program that takes the 3D position of the vertex, multiplies it with a matrix, and then transforms it into a 2D screen coordinates.
- 20. A lighting technique in which the light source is a point in the 3D space and shines light in every direction.
- 22. The location within a particular space a texture will be applied.
- 24. The space that defines which objects are visible and how those objects are visible from a game camera.
- 25. The rate at which an image is refreshed.
- 26. The 3D space in which the actual gameplay takes place.
- 27. An HLSL program that draws each pixel of the screen using the coordinates it receives from the vertex shader.
- 28. A matrix that is used to perform projection transformations.
- 29. A language similar to C-language that helps to create shaders for the Direct3D pipeline.
- 30. The space that the GPU uses for final rendering or drawing of the images on screen.
- 31. A pre-calculated optimized sequence of images that provides texture information each of which is a progressively lower resolution.
- 32. A process or method that determines whether objects or characters in a game world overlap each other.
- 33. A tree structure arrangement of logical and spatial representation of a graphical scene.
- 34. A dedicated microprocessor designed exclusively for handling physics calculations.
- 35. A matrix that relocates the objects in the 3D world in line with the camera's position.
Down
- 2. A method that constructs new data points in between the two separate sets of defined data points.
- 3. A technique in which the GPU chooses either of the two texels to use. The texture features at the texel chosen are used to draw the texture onto the pixel.
- 4. Another hardware-processing unit that provides physics processing.
- 7. A technique that works on the principle that animation in 2D games can be set by creating a group of images that vary only slightly from each other. The differences in the images should be such that the human eye cannot distinguish these dissimilarities.
- 9. A surface property of an object or character. It includes characteristics, such as color, shine, reflection, refraction, roughness, and so on of a particular surface.
- 11. A method or technique that enables you to change the appearance of textures on images.
- 19. Minor objects or events occurring in a game that are programmed to occur.
- 21. A method of drawing images on a screen through a conversion of vector graphics format or geometry into raster or pixel image.
- 23. A game loop in which the game code will call the Update and Draw methods continuously.