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3D Modelling Anim...
3D Modelling Animation Game Engines Programming Production
| DEFINITION | TERM |
|---|---|
| A 3D structure made up of interconnected vertices, edges and faces, such as a cube or a pyramid. | Mesh |
| A single point in 3D space, defined by its X, Y and Z coordinates. | Vertex |
| A line segment that connects two vertices in a 3D model. | Edge |
| A flat surface enclosed by edges in a 3D model; it can be selected and edited independently. | Face/Polygon |
| A modelling technique that divides polygons into smaller faces to create smoother, more detailed surfaces. | Subdivision |
| The arrangement and connectivity of vertices, edges and faces in a 3D model. | Topology |
| The process of projecting a 3D model's surface onto a 2D plane so that an image or texture can be placed accurately on the model. | UV Mapping |
| Vectors perpendicular to faces or vertices that indicate surface orientation and affect how light and shading are calculated. | Normals |
| The process of using digital sculpting tools to shape and add detail to a mesh, in a way similar to modelling clay. | Sculpting |
| A tool or operation that extends selected vertices, edges or faces to create new geometry. | Extrude |
| The process of rebuilding or optimising a 3D model's mesh to produce cleaner, more efficient topology. | Retopology |
| A panel in which settings for objects, tools, materials, colours, rendering and other features can be viewed and changed. | Properties |
| The process of adding surface detail to a 3D object through textures and material properties such as colour, roughness and normal maps. | Texturing |
| An invisible influence, such as gravity, wind or magnetism, used to affect objects or particles in a physics simulation. | Force Field |
| A digital control system, usually consisting of bones and controllers, used to pose and animate a 2D or 3D model. | Rig |
| An element of a digital skeleton that influences part of a model and allows it to be posed or animated. | Bone |
| The process of binding a 3D mesh to a digital skeleton so that the mesh deforms when the bones move. | Skinning |
| A method in which the positions of a chain of bones are calculated from the movement of an end point, such as a hand or foot. | I K |
| A method in which each bone is rotated or moved in sequence from the parent bone towards the end of the chain. | F K |
| A marker on a timeline that stores an object's value or state at a specific moment in an animation. | Keyframe |
| A visual panel used to organise frames, keyframes and the timing of an animation. | Timeline |
| The process of recording the movements of people or objects and transferring them to a digital character or 3D model. | Motion Capture (MoCap) |
| A stored variation of a model's shape used to create deformations, facial expressions or smooth transitions between forms. | Blend Shape |
| A sequence of animated frames designed to repeat continuously without a noticeable break. | Animation Loop |
| A software framework that provides tools and systems for creating and running video games. | Game Engine |
| Software that simulates physical behaviour, such as gravity, movement, forces and collisions, in a virtual environment. | Physics Engine |
| The part of a game engine that converts scene data into the images displayed on the screen. | Rendering Engine |
| The use of virtual light sources and settings to control how light interacts with 3D surfaces and shapes the appearance of a scene. | Lighting |
| A program that determines how surfaces, pixels or vertices are rendered, including their colour, lighting, shadows and visual effects. | Shader |
| A computer graphics technique that applies a 2D image to the surface of a 3D model to add visual detail without increasing geometric complexity. | Texture Mapping |
| A system that generates and controls many small particles or objects to simulate effects such as smoke, fire, rain or sparks. | Particle System |
| The process of determining when two or more objects in a game or simulation touch or overlap. | Collision Detection |
| The discipline of planning and building the spaces, environments, challenges and gameplay experiences that players explore and interact with. | Level Design |
| The visual and interactive elements through which a player receives information and controls a game, such as menus, buttons, icons and status bars. | User Interface (UI) |
| A software extension that adds new features or functions to an existing program or game. | Add-om |
| A file or section of code that controls behaviour in a game. The term can also refer to a written document containing dialogue and scene directions. | Script |
| The repeating cycle that keeps a game running by processing input, updating the game state and rendering each frame. | Game Loop |
| A named location in memory that stores a value which can be read or changed by a program. | Varible |
| A reusable block of code that performs a specific task and can be called from other parts of a program. A method is a function associated with an object or class. | Function/Method |
| An event activated when a specified condition or action occurs, such as entering an area or clicking an object. | Trigger Event |
| The process of finding, analysing and correcting errors in code. | Debugging |
| The number of individual frames displayed each second. It is measured in frames per second (FPS). | Frame Rate |
| An invisible shape used to determine whether an object or character has been hit or has collided with something. | Hitbox |
| A set of techniques used to control non-player characters and other game systems so that they can make decisions and respond to the player or environment. | Artificial Intelligence (AI) |
| The process of calculating a route that allows a character or agent to move from one point to another while avoiding obstacles. | Pathfinding |
| An ordered collection of values, usually of the same data type, stored under one variable name and accessed by index. | Array |
| A data type that has only two possible values: true or false. | Boolean |
| The main method or entry point from which a program begins execution. | Main |
| The delay between a player's input, such as pressing a button, and the corresponding action appearing on the screen. | Input Lag |
| A technique that uses simpler versions of an object as it moves farther from the camera in order to improve performance. | L O D (Level of Detail) |
| A programming approach based on objects that combine data with the methods that operate on that data. | O O P (Object-Oriented Programming) |
| A visual plan that uses a sequence of drawings, images or panels to show how a scene or story will unfold. | Storyboard |
| A non-interactive sequence, especially in a video game, in which normal gameplay pauses to present a story event or information. | Cutscene |
| The process of creating and designing the locations, settings and surroundings of a game, animation or other visual project. | Environment Design |
| The process of developing the appearance, personality and visual identity of a fictional character, creature or entity. | Character Design |
| Visual artwork created to explore and communicate an idea before it is developed into a final product. | Concept Art |
| A digital resource used in a project, such as a 3D model, texture, sound, animation or script. | Asset |
| A sequence of connected production stages carried out in a specific order to create a final product. | Pipeline |
| An early version of a product or game built to test an idea, feature or design before full development. | Prototype |
| The process in which testers play an unfinished version of a game to evaluate gameplay and identify bugs or other problems. | Playtesting |
| A technical document that describes a software error and provides information that helps developers reproduce and fix it. | Bug Report |
| A visual reference board that combines images, colours, textures, typography and other elements to communicate a desired style or mood. | Moodboard |
| The arrangement and presentation of characters, objects, camera and action within a scene to communicate ideas clearly. | Staging |