Guide:Glossary: Difference between revisions

From Game Making Tools Wiki
(Added 'Procedural Generation', added wikipedia link to 'Primitives')
(→‎3-D Modelling: +normals)
Line 4: Line 4:


==3-D Modelling==
==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.
* [[: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.

Revision as of 10:43, 26 July 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.

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.