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
Q

encapsulation

A

object’s ability to hide data and behavior that are not necessary to its user

26
Q

object

A

instance of a class

27
Q

method arguments

A

values that are passed to a parameter

28
Q

method parameters

A

Used to pass values or variable references to methods

29
Q

Inheritance

A

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
Q

Collider

A

define the shape of an object for the purposes of physical collisions

31
Q

pseudocode

A

fake code - code in english language

32
Q

Transform component

A

The Transform attached to this GameObject

33
Q

localScale

A

scale of transform relative to parent

34
Q

vector

A

has magnitude a direction

35
Q

scaling a vector (vector multiplication)

A

moving a vector

36
Q

vector’s magnitude

A

length of vector

37
Q

unitary vector

A

vector of 1

38
Q

normalized vector

A

vector with magnitude of 1

39
Q

Vector class

A

used to manipulate vectors and points

40
Q

Update() method

A

Run every frame

41
Q

refactoring code

A

restructuring existing code

42
Q

Game Design Document (GDD)

A

Short document to describe your game