Games Flashcards
flythrough mode
A computer-animated simulation of what would be seen by one flying through a particular(określoną) real or imaginary(wyimaginowany) region.
Prefabs
Prefabs are a special type of Asset that represent a GameObject or collection of GameObjects with components(elementy) that are already set up. They’re like a blueprint(projekt) which you can use to easily make instances of the same thing. Each instance of a Prefab is linked to the Prefab Asset, so changing the Asset will change all versions of the Prefab in all Scenes.
Prefab (Prefabrykaty) – Jeżeli jakiś model pojawia się w grze często lub możemy potrzebować jego nieograniczoną ilość, np. pocisk, czy przeciwnik, tworzymy wtedy prefabrykat. Jest to matryca, na podstawie, której, Unity potrafi stworzyć dowolną ilość takich obiektów w grze, w dowolnym miejscu i czasie.
Object - Component model
Unity uses an Object - Component model, which means that you can add different components to GameObjects to change their features. For example, a Camera component allows the player to have a view into the scene.
instance of the model
Most things that you see in a 3D game are models, including characters, the environment and props(rekwizyty). These are usually created outside of Unity, and are then imported and given functionality to make a game. To use these models, you need to add them as GameObjects (this is called creating an instance of the model).
breadcrumb
a series of connected pieces of information or evidence(danych).
Update loop(pętla aktualizacji)
Games work in a similar way to films and television: an image is displayed on a screen and this image changes many times per second giving the illusion of movement. We call these images frames; the process of drawing these frames to the screen is called rendering. For films and television the next image to show on screen is often predefined, but in games the next image can vary(zmieniać się) wildly because the user has influence over what happens next. Each image needs to be worked out(zrealizowany) based on the user input — and since this variation(zmiana) can happen every split second(ułamku sekundy), the programming that works out what to display also works at this speed. This is called the Update loop.
script
A script is a text document containing a series of instructions for the computer. These instructions are commonly called code. The instructions are written in a way that the computer can understand, in this case using a programming language called C# (C Sharp).
Skrypty – Czyli kod napisany w jednym z dozwolonych w Unity języków (C#, JavaScript, Boo). To one dają moc sprawczą naszej grze. W głównej mierze, odpowiadają za to że możemy z grą prowadzić interakcję. Skrypty w Unity3d możemy edytować w domyślnym IDE jakim jest MonoDevelop. Aby go uruchomić, wystarczy dwukrotnie kliknąć na skrypt w panelu Project.
Computer Generated Imagery (CGI)
Computer animation is the process used for (wykorzystywany do) digitally generating animated images. The more general term computer-generated imagery (CGI) encompasses(obejmuje) both static scenes and dynamic images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth(niskiej przepustowości), and faster real-time renderings. Sometimes, the target of the animation is the computer itself, but sometimes film as well.
Previsualization (also known as previs, previz, pre-rendering, preview or wireframe windows)
Previsualization is the visualizing of complex scenes in a movie before filming. It is also a concept in still photography. Previsualization is used to describe techniques such as storyboarding, either in the form of charcoal sketches or in digital technology, in the planning and conceptualization of movie scenes.
Visual effects (abbreviated VFX)
Visual effects (abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live action shot(strzał,zdjęcie) in filmmaking.
Live action
Live action is a form of cinematography or videography that uses photography instead of animation.
Pipelining
Pipelining is the process of accumulating(gromadzenia) instruction from the processor through a pipeline. It allows storing(przechowywanie) and executing(wykonywanie) instructions in an orderly process. It is also known as pipeline processing.
In computing, a pipeline, also known as a data pipeline, is a set of data processing elements connected in series, where the output of one element is the input of the next one. The elements of a pipeline are often executed in parallel(równolegle) or in time-sliced fashion(sposób). Some amount of buffer storage(pamięć buforowa) is often inserted between elements.
Branch (computer science)
A branch is an instruction in a computer program that can cause a computer to begin executing a different instruction sequence and thus deviate(odchylenie) from its default behavior of executing instructions in order. Branch (or branching, branched) may also refer to the act(działania) of switching execution(wykonania zmiany) to a different instruction sequence as a result of executing a branch instruction. Branch instructions are used to implement control flow(przepływu) in program loops and conditionals (i.e., executing(wykonanie) a particular(określonej) sequence(sekwencji) of instructions only if certain(określone) conditions are satisfied(spełnione)).
Computer program
A computer program is a collection of instructions that performs(wykonują) a specific(określone) task when executed by(po uruchomieniu) a computer. Most computer devices require programs to function properly.
GIT
Git is a distributed version-control system for tracking changes in source code during software development. It is designed for coordinating work among(wśród) programmers, but it can be used to track changes in any set of files. Its goals include speed, data integrity, and support for distributed, non-linear workflows.
Version Control System (VCS) software
A version control system or VCS, also know as revision control or source control system, is a software utility(narzędzie programowe, program pomocniczy) that tracks and manages changes to a filesystem. … In the scope of individual source code files, a VCS will track additions, deletions, modifications of the lines of text within that file.
Merge (version control)
In version control, merging (also called integration) is a fundamental operation that reconciles(godzi) multiple changes made to a version-controlled collection of files. Most often, it is necessary when a file is modified on two independent branches and subsequently merged. The result is a single collection of files that contains both sets of changes.
Branching (version control)
Branching, in version control and software configuration management, is the duplication of an object under version control (such as a source code file or a directory tree) so that modifications can occur(występować) in parallel along multiple branches.
Branches are also known as trees, streams or codelines. The originating branch is sometimes called the parent branch, the upstream branch (or simply upstream, especially if the branches are maintained by different organizations or individuals), or the backing stream. Child branches are branches that have a parent; a branch without a parent is referred to as the trunk or the mainline(głównej linii).
Repository
A repository is usually used to organize a single project. Repositories can contain folders and files, images, videos, spreadsheets, and data sets – anything your project needs.
Branching
Branching is the way to work on different versions of a repository at one time. By default your repository has one branch named master which is considered to be the definitive branch. We use branches to experiment and make edits before committing them to master. When you create a branch off the master branch, you’re making a copy, or snapshot, of master as it was at that point in time. If someone else made changes to the master branch while you were working on your branch, you could pull in those updates.
- The master branch
- A new branch called feature (because we’re doing ‘feature work’ on this branch)
- The journey that feature takes before it’s merged into master
Here at GitHub, our developers, writers, and designers use branches for keeping bug fixes and feature work separate from our master (production) branch. When a change is ready, they merge their branch into master.
Commits
On GitHub, saved changes are called commits. Each commit has an associated commit message, which is a description explaining why a particular change was made. Commit messages capture the history of your changes, so other contributors can understand what you’ve done and why.
Alpha
Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped. Programmers focus mainly on finishing the codebase, rather than implementing additions. Alpha occurs eight to ten months before code release(opublikowaniem), but this can vary significantly based on the scope of content and assets any given game has.
A scenery generator
A scenery generator refers to software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes. If not using procedural generation to create the landscapes, then normally(zwykle) a 3D artist would render and create the landscapes. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage(listowie), and clouds. The process for basic random(losowej) generation uses a diamond square algorithm.
procedural generation
In computing, procedural generation is a method of creating data algorithmically as opposed to(w przeciwieństwie do) manually, typically through a combination of human-generated assets and algorithms coupled(połączone) with computer-generated randomness(losowość) and processing power. In computer graphics, it is commonly(powszechnie) used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Advantages of procedural generation include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.