Guide:Glossary: Difference between revisions

From Game Making Tools Wiki
(→‎3-D Modelling: +normals)
(Added DAW)
Line 6: Line 6:
===Normals===
===Normals===
The typical way to render a polygon is with a single side. The 'normal' is the side that is able to be seen.
The typical way to render a polygon is with a single side. The 'normal' is the side that is able to be seen.
* [[:Wikipedia:Normal_(geometry)]]
* [[:Wikipedia:Normal (geometry)]]


===Primitives===
===Primitives===
'''Primitives''' are basic, building-block shapes. For example spheres, cubes, planes, toruses, pyraminds... I guess they're usually generated procedurally.
'''Primitives''' are basic, building-block shapes. For example spheres, cubes, planes, toruses, pyraminds... I guess they're usually generated procedurally.
* [[:Wikipedia:Geometric primitive]]


* [[:Wikipedia:Geometric primitive]]
==Audio==
===DAW===
DAW stands for '''D'''igital '''A'''udio '''W'''orkstation; a program for recording and manipulation audio.
* [[:Category:DAW]]
* [[:Wikipedia:Digital Audio Workstation]]


==Uncategorised==
==Uncategorised==

Revision as of 09:16, 13 September 2016

Explanation of jargon used on this blog. Please ask if there's something you don't understand!

Terms are linked here with anchors (I guess this is the best way???)

3-D Modelling

Normals

The typical way to render a polygon is with a single side. The 'normal' is the side that is able to be seen.

Primitives

Primitives are basic, building-block shapes. For example spheres, cubes, planes, toruses, pyraminds... I guess they're usually generated procedurally.

Audio

DAW

DAW stands for Digital Audio Workstation; a program for recording and manipulation audio.

Uncategorised

Procedural Generation

Procedural generation describes content that it generated by a program (algorithmically) rather than being made specifically. A common use it to provide random and effectively infinte level layouts, but it can also be used for sound, textures, terrain, and much more.