Guide:Glossary: Difference between revisions
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===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: | * [[: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: | ==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.