Games Flashcards

1
Q

flythrough mode

A

A computer-animated simulation of what would be seen by one flying through a particular(określoną) real or imaginary(wyimaginowany) region.

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2
Q

Prefabs

A

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.

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3
Q

Object - Component model

A

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.

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4
Q

instance of the model

A

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).

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5
Q

breadcrumb

A

a series of connected pieces of information or evidence(danych).

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6
Q

Update loop(pętla aktualizacji)

A

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.

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7
Q

script

A

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.

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8
Q

Computer Generated Imagery (CGI)

A

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.

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9
Q

Previsualization (also known as previs, previz, pre-rendering, preview or wireframe windows)

A

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.

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10
Q

Visual effects (abbreviated VFX)

A

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.

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11
Q

Live action

A

Live action is a form of cinematography or videography that uses photography instead of animation.

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12
Q

Pipelining

A

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.

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13
Q

Branch (computer science)

A

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)).

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14
Q

Computer program

A

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.

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15
Q

GIT

A

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.

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16
Q

Version Control System (VCS) software

A

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.

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17
Q

Merge (version control)

A

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.

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18
Q

Branching (version control)

A

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).

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19
Q

Repository

A

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.

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20
Q

Branching

A

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.

  1. The master branch
  2. A new branch called feature (because we’re doing ‘feature work’ on this branch)
  3. 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.

21
Q

Commits

A

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.

22
Q

Alpha

A

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.

23
Q

A scenery generator

A

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.

24
Q

procedural generation

A

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.

25
Q

Workflow (ang. work flow, ‘przepływ pracy’) – w szerszym sensie pojęcie to oznacza sposób przepływu informacji pomiędzy rozmaitymi obiektami biorącymi udział w jej przetwarzaniu. W węższym sensie jest to określenie sposobu przepływu dokumentów pomiędzy pracownikami wykonującymi pewien zalgorytmizowany zespół czynności.

A

A workflow consists(składa się) of an orchestrated(zorganizowanego) and repeatable pattern(wzorca) of activity, enabled(umożliwionemu) by the systematic organization of resources(zasobów) into processes that transform materials, provide services, or process information. It can be depicted(przedstawiony) as a sequence of operations, the work of a person or group, the work of an organization of staff, or one or more simple or complex mechanisms.

26
Q

Inheritance

A

Inheritance is a mechanism wherein(w którym) a new class is derived from(pochodzą z) an existing class. In Java, classes may inherit(dziedziczyć) or acquire(nabyć) the properties and methods of other classes. A class derived from another class is called a subclass, whereas the class from which a subclass is derived is called a superclass.

27
Q

Unity Interface is made of 5 main windows:

A
  1. Scene view
  2. Project window
  3. Hierarchy window
  4. Inspector window
  5. Game view

Interface – Czyli ogólny wygląd programu.

28
Q

Template types:

  1. 3D
  2. 3D With Extras (Preview)
A
  1. 3D - Configures Project settings for 3D apps that use Unity’s built-in(wbudowany) rendering pipeline.
  2. 3D With Extras (Preview) - Configures Project settings for 3D apps that use Unity’s built-in renderer and post-processing features. This Project type includes the new post-processing stack, several Presets to jump-start development, and example content.
29
Q

Unity’s Rendering Pipeline

A

Shaders(jednostki cieniujące) define both how an object looks by itself (its material properties) and how it reacts to the light. Because lighting calculations must be built into the shader, and there are many possible light & shadow types, writing quality shaders that “just work” would be an involved(zawilym) task. To make it easier, Unity has Surface Shaders, where all the lighting, shadowing, lightmapping, forward(naprzod, przyspieszony) vs. deferred(opozniony) rendering things are taken care of automatically (sa obslugiwane automatycznie).

This document describes the peculiarities(osobliwosci) of Unity’s lighting & rendering pipeline and what happens behind the scenes of Surface Shaders.

30
Q

Low poly and high poly

A

Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes(siatki o niskiej rozdzielczości?) occur in real-time applications (e.g. games) as contrast with high poly meshes in animated movies and special effects of the same era.
Pixels displayed on the screen can be small or large depending on the object seen. Low-poly uses texture filtering to determine pixels size for game models and mobile phones. High poly use polygons to determine the surface detail of the object. Polygons are smaller in size than pixels and occur in millions.
Low poly generally refers to the model that actually gets used in-game, while high poly means multi-million polygon model (from which the low poly model usually gets its information from).
Przejdź do wyszukiwania
Low poly – angielski termin używany do określenia siatki trójwymiarowego modelu w grafice 3D, która charakteryzuje się tym, że składa się z małej liczby wielokątów. Jednakże jest to termin względny, z uwagi na ciągły postęp w dziedzinie grafiki 3D (dzisiejsze low-poly można by uznać za hi-poly w końcu XX wieku), i odnosić się może do tej samej sceny 3D, silnika 3D lub gry komputerowej.
Obiekty low poly są wykorzystywane przede wszystkim w aplikacjach generujących grafikę trójwymiarową w czasie rzeczywistym. Liczba możliwych do wyświetlenia wielokątów w danej jednostce czasu jest ograniczona wydajnością komputerów i kart graficznych, dlatego trójwymiarowe modele projektowane są tak, aby osiągnąć kompromis między nią a otrzymanymi wrażeniami estetycznymi. Uwzględniane są tutaj możliwości konkretnego silnika renderującego, sposób wykorzystania obiektu oraz jego odległość od obserwatora.

31
Q

Why do games use triangles?

A

Games use triangles not polygons because most modern graphic hardware is built to accelerate(przyspieszenia) the rendering of triangles. The polygon count that’s reported(zgłaszana) in a modeling app is always misleading(zawsze wprowadza w błąd), because the triangle count is higher. Polygons are always converted into triangles when loaded in a game engine.

32
Q

What does Polycount mean?

A

polycount. Noun. (plural polycounts) (computer graphics) The total number of polygons found in a three-dimensional model.

33
Q

Unity Package Manager (UPM)

A

Packages are collections of Assets to be shared and re-used in Unity. There are two types of packages supported in Unity: Asset packages and packages available through the Unity Package Manager (UPM). Packages available through the Unity Package Manager are a fundamental method of delivering Unity functionality.

34
Q

Packages

A

A package is a container that stores various types of features or Assets, such as:

*Editor tools and libraries, such as a text editor, an animation viewer or test frameworks(ramy testowe).
*Runtime tools and libraries like the Physics API or a Graphics pipeline.
*Asset collections, such as Textures or animations.
*Project templates to share common project types with others.
Packages are newer(nowszymi), more tightly(ciasno,ściśle) integrated versions of Asset packages, able to deliver a wide range of enhancements(ulepszeń) to Unity through the Package Manager. In the Editor, you can access the Packages window through this menu: Window > Package Manager.

35
Q

Asset packages

A

Unity Standard Assets and items on the Unity Asset Store are supplied in Asset packages. Asset packages are collections of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to zip files. Like zip files, an Asset package maintains its original directory structure when it is unpacked, as well as(jak również) metadata about Assets (such as import settings and links to other Assets).

Zasób(Asset)-Najprościej można powiedzieć, że zasobami jest wszystko z czego będziemy budować grę: Sceny, prefabrykaty, tekstury, dźwięki itd. To wszystko możemy znaleźć w panelu Project.

36
Q

Scenes

A

Scenes contain the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles(przeszkody), and decorations, essentially(zasadniczo) designing and building your game in pieces.

Scene (Scena) – To pojedynczy obszar gry. Np. jeden z jej poziomów, czy obszar, który ma się załadować niezależnie od reszty. (Menu gry, może również być poziomem).

37
Q

GameObjects

A

Every object in your game is a GameObject, from characters and collectible items(przedmiotów kolekcjonerskich) to lights, cameras and special effects. However, a GameObject can’t do anything on its own; you need to give it properties before it can become a character, an environment, or a special effect.
To give a GameObject the properties it needs to become a light, or a tree, or a camera, you need to add components to it. Depending on what kind of object you want to create, you add different combinations of components to a GameObject.
You can think of a GameObject as an empty cooking pot(garnku), and components as different ingredients that make up the recipe of your game. Unity has lots of different built-in component types, and you can also make your own components using the Unity Scripting API.

Jest to każdy element, znajdujący się w scenie gry. Postać gracza, kamera, beczka. Obiekty mogą zawierać w sobie kilka innych obiektów (być dla nich rodzicem – jest to relacja parent-child z ang. rodzic-dziecko). Występuje też obiekt pusty. Czyli coś co istnieje w świecie gry, ale go nie widać. Najczęściej służy do grupowania innych obiektów.

38
Q

Components

A

Components are the nuts(nakrętki) & bolts(śruby) of objects and behaviors in a game. They are the functional pieces of every GameObject.
A GameObject is a container for many different Components. By default, all GameObjects automatically have a Transform Component. This is because the Transform dictates(narzuca) where the GameObject is located, and how it is rotated and scaled. Without a Transform Component, the GameObject wouldn’t have a location in the world.

Jest to część składowa obiektu. Na jeden obiekt, może przypadać wiele komponentów i właściwie one definiują czym dany obiekt jest. Każdy komponent posiada swoje parametry (zmienne), które przechowują wartości definiujące komponent. Np. dla komponentu transform, opisującego położenie obiektu w świecie gry, zmiennymi będą położenie na osiach x, y, z. Mówiąc najprościej: Komponenty definiują obiekt.

39
Q

Static GameObjects

A

Many optimisations need to know if an object can move during gameplay. Information about a Static (ie(tzn), non-moving) object can often be precomputed(wstępnie obliczone) in the editor in the knowledge(wiedząc) that it will not be invalidated(unieważnione) by a change in the object’s position. For example, rendering
can be optimised by combining several static objects into a single, large object known as a batch(partia).

The inspector for a GameObject has a Static checkbox and menu in the extreme(skrajnym) top-right, which is used to inform various different systems in Unity that the object will not move. The object can be marked as static for each of these systems individually, so you can choose not to calculate static optimisations for an object when it isn’t advantageous(korzystne).

The Everything and Nothing enable or disable static status simultaneously(jednocześnie) for all systems that make use of it. These systems are:

  • Contribute GI: marks(oznacza) the GameObject as contributing(przyczyniający się) to global illumination in the Scene;
  • Occluder and Occludee: rendering optimization based on the visibility of objects from specific(określonych) camera positions;
  • Batching: rendering optimization that combines several objects into one larger object;
  • Navigation: the system that enables(umożliwia) characters to negotiate(pokonywanie) obstacles(przeszkód) in the scene;
  • Off Mesh Link Generation: connections made by the Navigation system between discontinuous(nieciągłymi) areas of the Scene.
  • Reflection Probe: captures(rejestruje) a spherical view of its surroundings(otoczenia) in all directions.
40
Q

Constraints

A

A Constraint component links the position, rotation, or scale of a GameObject to another GameObject. A constrained(ograniczony) GameObject moves, rotates, or scales like the GameObject it is linked to.

41
Q

Profiler

A

The Unity Profiler is a tool you can use to get performance(wydajność) information about your application. You can connect it to devices on your network or devices connected to your machine(komputera) to test how your application runs on your intended(zamierzonej) release platform(platformie opublikowania). You can also run it in the Editor to get an overview of resource allocation(przeznaczenia) while you’re developing(opracowywania) your application.
The Profiler gathers(gromadzi) and displays data on the performance(dotyczące wydajności) of your application in areas such as the CPU, memory, renderer, and audio. It’s a useful tool to identify areas for performance improvement in your application, and iterate on those areas. You can pinpoint(dokładnie określić) things like how your code, Assets, Scene settings, camera rendering, and build settings affect your application’s performance. It displays the results in a series of charts, so you can visualize where spikes(skoki) in your application’s performance happen.

42
Q

Spawning

A

In video games, spawning is the live creation of a character, item or NPC. Respawning(odradzanie) is the recreation(odtwarzanie) of an entity(istoty) after its death or destruction, perhaps(być może) after losing one of its lives.

43
Q

AssetBundles

A

An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time. AssetBundles can express dependencies between each other; for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. For efficient delivery over networks, you can compress AssetBundles with a choice of built-in algorithms depending on use case requirements (LZMA and LZ4).

44
Q

Specular Properties

A

Specular(lustrzany moduł cieniujący) computes the same simple (Lambertian) lighting as Diffuse(Rozproszenie), plus a viewer dependent specular highlight. This is called the Blinn-Phong lighting model. It has a specular highlight that is dependent on surface angle, light angle, and viewing angle. The highlight is actually just a realtime-suitable way to simulate blurred(rozmyte) reflection of the light source. The level of blur for the highlight is controlled with the Shininess slider in the Inspector.
Additionally, the alpha channel of the main texture acts(działa) as a Specular Map (sometimes called “gloss map”), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. This is very useful when you want different areas of your object to reflect different levels of specularity. For example, something like rusty(zardzewiały) metal would use low specularity, while polished(błyszczący) metal would use high specularity. Lipstick has higher specularity than skin, and skin has higher specularity than cotton clothes. A well-made Specular Map can make a huge difference in impressing the player.

45
Q

an “instance”

A

To visualize an instance think about people. All people have properties - age, name, height etc. A list of properties a person has is our People template (a template is a class in programming)

A instance is one unique version of this template that has been created with values for the properties ( a person with a name, age etc)

My person template Person - Name, Age,

An “instance” of a Person - John, 21
Another “instance” of Person - Mark, 45

And about entities(bytach) - Kind of. A game object is an instance of a GameObject template which contains instances of many other templates (rigid bodies, scripts, mesh renderes etc)

46
Q

Raw data

A

Raw data (sometimes called source data or atomic data) is data that has not been processed for use. A distinction(różnica) is sometimes made between data and information to the effect that information is the end product of data processing. Raw data that has undergone processing(zostały przetworzone) is sometimes referred to as cooked data(danymi gotowymi).

47
Q

Texture Atlas

A

It’s nothing more than an image that contains many textures.
A Texture Atlas, we said, is a collection of textures inside a single image.
An Atlas is usually associated with a file descriptor, which indicates to the game where a texture is (in certain x and y coordinates), in order to retrieve it.
Depending on the system that you will use to generate and manage the Atlas, you will have more or less options, such as the distance between the images that compose it(które go tworzą) (reducing the risk of artifacts(artefaktów) on the edges of the texture, caused by an overlap(nakładaniem się) of two elements), or the ability to rotate the elements to optimize the space inside the Atlas (more optimized space means more images inside the same Atlas).

48
Q

Texel

A

Short for(skrót od) Texture Element. Like a pixel, a texel is the base unit of a graphic, although texels make up textured graphics - graphics that define the surface of three dimensional objects. The base unit of the surface of a 3D brick wall would be a texel, while a two-dimensional wall would consist of pixels.

49
Q

Placeholder

A

This is an optional ‘empty’ Graphic to show that the Input Field is empty of text. Note that this ‘empty’ graphic still displays even when the Input Field is selected (that is; when there is focus on it). eg; “Enter text…”.