Technical Terms Flashcards

1
Q

fly through mode

A

You operate “fly through mode” by holding down right click and using W,A,S,D,Q,E. W moves you forward, A is left, S is back, D is right, Q is down, and E is up.

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2
Q

perspective view

A

Perspective view with an angle that is looking at the Scene from the side and slightly from above.

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3
Q

orthogonal view

A

Orthographic view has no perspective, and is useful in combination with clicking one of the conical axis arms to get a front, top or side elevation.

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4
Q

transform component

A

specify a game objects position, object, and scale

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5
Q

surface snapping

A

ctrl + shift. Snaps surfaces together

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6
Q

vertex snapping

A

snaps vertices together

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7
Q

left-handed coordinate system

A

x axis is left instead of right

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8
Q

vertices

A

points on an object

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9
Q

edges

A

Joins two vertices

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10
Q

faces

A

connected vertices

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11
Q

primitives (3D)

A

Game objects

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12
Q

keyboard shortcut used to rename a GameObject

A

F2

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13
Q

Shaders

A

Scripts that describe mathematical required to determine what colors should be displayed

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14
Q

Materials

A

Defines how a surface will be rendered

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15
Q

Textures

A

bitmap images that can be used in materials

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16
Q

Start() method

A

used for initialization

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17
Q

MonoBehavior class

A

allows you to use unity’s methods

18
Q

variable

A

holds a value that can change

19
Q

implicit conversion

A

Implicit type conversion, also known as coercion, is an automatic type conversion by the compiler. Some programming languages allow compilers to provide coercion; others require it.

20
Q

explicit conversion

A

explicit conversion operators must be invoked by means of a cast.

21
Q

concatenate

A

Concatenation is the process of appending one string to the end of another string. When you concatenate string literals or string constants by using the + operator, the compiler creates a single string. No run time concatenation occurs.

22
Q

class

A

A class is a construct that enables you to create your own custom types by grouping together variables of other types, methods and events

23
Q

member variables

A

a variable that is associated with a specific object

24
Q

access modifier

A

Access modifiers (or access specifiers) are keywords in object-oriented languages that set the accessibility of classes, methods, and other members

25
encapsulation
object's ability to hide data and behavior that are not necessary to its user
26
object
instance of a class
27
method arguments
values that are passed to a parameter
28
method parameters
Used to pass values or variable references to methods
29
Inheritance
Inheritance is the ability to create a class from another class, the "parent" class, extending the functionality and state of the parent in the derived, or "child" class
30
Collider
define the shape of an object for the purposes of physical collisions
31
pseudocode
fake code - code in english language
32
Transform component
The Transform attached to this GameObject
33
localScale
scale of transform relative to parent
34
vector
has magnitude a direction
35
scaling a vector (vector multiplication)
moving a vector
36
vector's magnitude
length of vector
37
unitary vector
vector of 1
38
normalized vector
vector with magnitude of 1
39
Vector class
used to manipulate vectors and points
40
Update() method
Run every frame
41
refactoring code
restructuring existing code
42
Game Design Document (GDD)
Short document to describe your game