Lesson 4: Designing Specific Game Components

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Across
  1. 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.
  2. 5. A computer software that takes care of all mathematical calculations for implementing physics concept in game animation.
  3. 6. A game character that is not controlled by a player.
  4. 8. The smallest unit of texture that the GPU can process.
  5. 10. A sequence of challenging tasks and corresponding rewards that make players enjoy the game and gives them a sense of accomplishment.
  6. 12. A part of game code that is repeated throughout the duration the game is played.
  7. 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.
  8. 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.
  9. 15. A game loop in which the game code will call the Update method at fixed intervals.
  10. 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.
  11. 17. A process that determines the necessary action to be taken place based on the nature of the collision involved.
  12. 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.
  13. 20. A lighting technique in which the light source is a point in the 3D space and shines light in every direction.
  14. 22. The location within a particular space a texture will be applied.
  15. 24. The space that defines which objects are visible and how those objects are visible from a game camera.
  16. 25. The rate at which an image is refreshed.
  17. 26. The 3D space in which the actual gameplay takes place.
  18. 27. An HLSL program that draws each pixel of the screen using the coordinates it receives from the vertex shader.
  19. 28. A matrix that is used to perform projection transformations.
  20. 29. A language similar to C-language that helps to create shaders for the Direct3D pipeline.
  21. 30. The space that the GPU uses for final rendering or drawing of the images on screen.
  22. 31. A pre-calculated optimized sequence of images that provides texture information each of which is a progressively lower resolution.
  23. 32. A process or method that determines whether objects or characters in a game world overlap each other.
  24. 33. A tree structure arrangement of logical and spatial representation of a graphical scene.
  25. 34. A dedicated microprocessor designed exclusively for handling physics calculations.
  26. 35. A matrix that relocates the objects in the 3D world in line with the camera's position.
Down
  1. 2. A method that constructs new data points in between the two separate sets of defined data points.
  2. 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.
  3. 4. Another hardware-processing unit that provides physics processing.
  4. 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.
  5. 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.
  6. 11. A method or technique that enables you to change the appearance of textures on images.
  7. 19. Minor objects or events occurring in a game that are programmed to occur.
  8. 21. A method of drawing images on a screen through a conversion of vector graphics format or geometry into raster or pixel image.
  9. 23. A game loop in which the game code will call the Update and Draw methods continuously.