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# Note |
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These roadmaps cover everything that is there to learn for the paths listed below. Don't feel overwhelmed, you don't need to learn it all in the beginning if you are just getting started. |
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# Diffuse |
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**Diffuse** shading is one of the fundamental aspects within a game's graphics system. It is a property of light that allows it to scatter in an infinite number of directions after striking a surface, resulting in a soft, washed-out, and non-specular appearance. This type of reflection is visible from all angles regardless of the viewer's perspective, giving objects in video games a more realistic, three-dimensional look. It's essential for modeling the way light hits flat, matte, or non-shiny surfaces like cloth or rough stone. Factors such as the angle of incidence and the light's intensity do influence the brightness of the diffuse reflection. |
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# Specular |
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Specular reflection, often referred to simply as "specularity", pertains to the glossiness of a gaming object's surface. It represents the mirror-like reflection of light from the surface, providing that shiny, polished appearance on the objects. The specular value details how much of the light hitting the object is reflected directly into the viewer's eyes, creating a bright, shiny spot. This reflective value can be fine-tuned using the specular color and intensity settings to match specific object properties – like the reflectiveness of plastic versus metal. In practice, this is often used to simulate the subtle reflections from the rough surface, offering a greater sense of realism in the game's visual representation. |
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# Bump |
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Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by modifying the surface normals of the object and using the modified normals during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, despite the surface geometry being unchanged. Normal maps, which are a type of bump map, store the perturbations of the surface normals in an RGB image. When applied to a model, they can greatly enhance the level of perceived detail without increasing the polygon count. To emphasize, bump mapping doesn't change the geometry of the model, only the lighting calculations across its surface. |
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# Horizon |
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In the context of game development, "horizon" is typically referred to as the farthest point visible in a game's terrain, map, or landscape. It's where the sky meets the ground from the player's perspective. The manipulation of the horizon can greatly influence the immersion and realism of a game world. For instance, developers often use techniques like "Horizon Mapping" or "SkyBox" to visually represent the horizon and far-off scenery. A detailed and well-designed horizon can add vastness into the world, even if the playable area is limited. However, the horizon also poses performance considerations, as rendering vast landscapes can lead to extensive processing demands and memory consumption. Therefore, techniques like fogging, level of detail (LOD) reduction, and horizon occlusion are often used to manage the performance. |
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# Parallax |
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Parallax is a powerful technique employed in game development to establish depth in 2D games. The term 'Parallax' comes from the Greek word 'parallaxis', which means alteration. In game development, parallax creates an illusion of depth by making background images move slower compared to the foreground images when the player moves. This is due to the phenomenon where objects that are farther away seem to move at a slower speed compared to closer ones. There are different types of parallax techniques like the traditional parallax scrolling, multi-layered parallax, and parallax mapping. Parallax Mapping, also known as offset mapping or virtual displacement mapping, is a method used to fake details on a surface to give the illusion of depth or surface irregularities. |
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# Texture |
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**Texture** refers to the 2D artwork added on a 3D model to give it a convincing and detailed appearance in video games. These textures can represent various properties like color, reflectivity, light absorption, transparency, etc., depending on the needs of the game. Textures can be created through various methods like drawing, painting, or photography and then manipulated digitally. Depending on the topological structure of the 3D model, it can be directly textured (in case of UV maps) or through procedural methods. Different types of textures like albedo/diffuse, specular, normal/bump, displacement are used to achieve different visual effects. The texturing process is a crucial step in game development as it greatly enhances the realism and appeal of the 3D environment and characters. |
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# 2D |
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2D, or two-dimensional, refers to games or elements that are designed on a two-dimensional plane. It's a classic method in game development and it's primarily used for platformers, puzzles, RPGs (Role-playing Games), and arcade games. In 2D games, the graphics are typically a bit simpler since they only deal with height and width, disregarding depth. Examples of graphical assets used in 2D game development are sprites and tilemaps. For coding and physics, it uses simpler mathematics compared to 3D. Some of the popular 2D game development engines are `Unity 2D`, `Godot`, and `GameMaker Studio 2`. These engines simplify the process of developing 2D games, providing tools and features such as 2D physics, sprite manipulation, and AI (Artificial Intelligence) pathfinding specific for two-dimensions. |
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# Cascaded |
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"Cascaded" refers to the Cascaded Shadow Maps (CSM) technique implemented in graphical computations. It involves the procedure of dividing the view frustum, the portion of a 3D space visualized on the screen, into several sub-frustums or "cascades". Each cascade corresponds to a different shadow map, allowing various levels of details for shadows in a single render. Each cascade uses a different region of the shadow map texture, facilitating the ability to provide finer shadow detail close to the camera and coarser detail as the distance from the camera increases. This technique helps in the efficient utilization of shadow map resolution and improves visual quality by reducing aliasing artifacts in the distance. |
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# Cube |
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A **Cube** is a three-dimensional geometric figure known for its symmetric and box-like shape. It is also characterized by its equal length, width, and height dimensions. In game development, cubes can be the starting point for creating more complex 3D models. They are utilized in numerous ways such as creating physical objects, defining environments, constructing characters, and more. Furthermore, in the context of a shadow map, a cube map can be generated to deal with omnidirectional light sources. Cube mapping, a process that uses a six-sided cube as the map shape, is particularly useful for creating reflections and applying textures on 3D models. |
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# Directional Light |
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`Directional light` is a type of light commonly utilized in 3D game development. As the name suggests, this form of light appears to be coming from a specific direction, much as sunlight does in reality. In actuality, it extends infinitely in a single direction and doesn't emanate from a specific source like point or spotlights do. This property allows it to illuminate all objects within a scene uniformly. Directional light is particularly useful for replicating large and distant light sources such as the sun or moon. |
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# Infinite Light |
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`Infinite light` in game development refers to a type of light source that emits light rays in parallel. This source is assumed to be located at an infinite distance away, hence the term 'infinite light'. Each ray of light coming from the source is regarded as a straight line. This is especially useful for simulating sunlight or far off light sources in outdoor scenes as the light rays from these sources, when received on earth, can be safely assumed to be parallel to each other. However, keep in mind that infinite light does not produce any localized lighting effects or shadows, as it dispenses even lighting throughout your scene. |
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# Point Light |
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A `Point Light` is a common light source within game development. It simulates a light radiating from a single point equally in all directions, like a light bulb in a room. Because it emits light in all directions, a point light affects every object, regardless of its orientation towards the light source. Additionally, a point light has a location in space and no directional vector, unlike a directional or spot light. It's worth noting that although point lights have an associated range or radius beyond which their intensity is zero, they can consume more computation resources compared to other types of light sources due to their influence over a larger area of the scene. Hence, careful planning is required when using point lights. |
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# Spot Light |
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A **Spot Light** is a type of light source used in game development, often utilized to create focused, directional lighting within a specific radius, imitating real-world sources like a flashlight or a stage spotlight. The two primary properties of a spot light are its cone angle and its fall-off. The cone angle determines the size of the illuminated area, while the fall-off controls how quickly the light diminishes towards the edges of the light cone. Spotlights can create dramatic effects and are essential in driving attention towards specific game elements or areas due to their constrained, targeted lighting. |
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# Fog |
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In the framework of game development, **fog** is a visual technique applied effectively for various artistic and optimization purposes. Aesthetically, it's used to simulate different atmospheric effects such as smoke, fog, mist, and dust. Fog can also be utilized to conceal or lessen the details of distant objects, hence reducing the rendering load on the system. This technique is often called "distance fog". Moreover, specialized types of fog like "volumetric fog" add a three-dimensional feel to the game, making the lighting atmosphere more immersive and realistic. Note that fog settings and effects can be adjusted based on different game engines, such as Unreal Engine, Unity, or Godot. |
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# Frustum |
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`Frustum` is a term commonly used in the game development industry and is intensely associated with the concept of "culling". It is the field of view of the camera, or more specifically, the portion of the world that is currently visible to your camera in the game. Shaped like a truncated pyramid (or a pyramid with its top cut off), the frustum's small end is where your camera sits, and the larger end is far away from the camera stretching outwards. Objects within this frustum are what the player sees on their screen, and ones outside are not rendered, which helps increase the performance of the game. Frustum culling, thus, is a computational process to determine which objects are within the frustum and should be drawn. |
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# Light |
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Lighting in game development is crucial for creating an immersive and realistic gaming experience. There are several types of light sources, including directional light, point light, and spotlights. Directional light simulates sun or moonlight with parallel rays illuminating the game world. Point light emanates from a single point in all directions, similar to a light bulb. Spotlights produce a cone of light, similar to a flashlight or a stage spotlight. Then, there's Ambient light which creates a base level of light that hits every surface equally, regardless of its orientation or position, making sure no area is ever in complete darkness. These different sources of light can be manipulated to create the desired mood and aesthetic in a scene. |
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# Shadow |
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Shadows contribute significantly to the realism of a virtual scene in gaming. They play a pivotal role in determining an object's position relative to other objects and surfaces. Shadows are largely incorporated through two major techniques in game development: 'Shadow Mapping' and 'Shadow Volumes'. Shadow Mapping is a process that involves creating a depth map from the light source's point of view. Shadow Volumes, on the other hand, use stencil buffers to draw shadows onto scenes. These are computationally intense processes which can be optimized using various techniques such as Cascaded Shadow Maps, and Umbra and Penumbra calculations. Furthermore, developers have the challenge to implement dynamic shadows that react to changing light sources and positions, as well as static shadows for non-moving objects. It's essential that developers learn how to implement, optimize and balance shadows effectively to provide immersive and dynamic game play experiences. |
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# Polygon |
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`Polygon` is a fundamental term used in computer graphics and game development. It is a plane figure that is described by a finite number of straight line segments connected to form a closed polygonal chain or polygonal circuit. The segments that form a polygon are known as its edges or sides, and the points where the edges meet are the polygon's vertices. In 3D modeling, polygons are used to create the surfaces of objects. Triangles, rectangles, pentagons, hexagons are examples of polygons. Complex 3D models are made up of numerous polygons. Polygons are crucial to determining the detail of 3D models in games; higher polygon counts usually mean higher detail. |
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# Polyhedron |
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A **Polyhedron** is a three-dimensional geometric shape, whose faces are polygons. These are bound by straight lines creating a closed shape with flat surfaces and straight edges. Each of the corners or vertices of these shapes meets an equal number of edges. Some common examples include the cube, the pyramid, and the prism. Each polyhedron has a set of properties including volume, surface area and the number of vertices, edges, and faces. The sum of the angles of the polygonal faces gives the total angular defect of the polyhedron. These are fundamental elements in 3D modeling and graphics rendering within the field of game development. |
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# Concave |
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# Concave |
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In game development, a shape is said to be "concave" if it has an interior angle greater than 180 degrees. In simpler terms, if the shape has a portion "inwards curved" or a "cave-like" indentation, it's concave. Unlike convex shapes, a straight line drawn within a concave shape may not entirely lie within the boundaries of the shape. Concave shapes add complexity in game physics, especially in collision detection, as there are more points and angles to consider compared to convex shapes. These shapes are commonly seen in game elements like terrains, mazes, game level boundaries and gaming characters. Let's remember that the practical application of concave shapes largely depends on the gameplay requirements and the level of realism needed in the game. |
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# EPA |
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The **EPA**, also known as the *Environmental Protection Agency*, is not typically related to game development or the concept of intersection within this context. However, in game development, EPA might refer to an 'Event-driven Process chain Architecture' or some other game-specific acronym. In this domain, different terminologies and acronyms are often used to express complex architectures, designs, or functionalities. If you have encountered EPA in a game development context, it might be best to refer to the specific documentation or guide where it was described for a better understanding. Understanding the context is key to untangle the meaning of such abbreviations. |
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The **EPA**, also known as the *Environmental Protection Agency*, is not typically related to game development or the concept of intersection within this context. However, in game development, EPA might refer to an 'Event-driven Process chain Architecture' or some other game-specific acronym. In this domain, different terminologies and acronyms are often used to express complex architectures, designs, or functionalities. If you have encountered EPA in a game development context, it might be best to refer to the specific documentation or guide where it was described for a better understanding. Understanding the context is key to untangle the meaning of such abbreviations. |
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# |
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