Jump to content

  • Log In with Google      Sign In   
  • Create Account

Game Development Dictionary


  • You cannot add terms

  Term Name Description

True color

When color information is stored in the form of its red, green and blue components it is said to be stored in true color. Opposite is Indexed Color.

User Interface

An interface in which the user interacts with the game. There is output given to the user through the monitor and speakers, as well as input taken from the user through the keyboard, mouse, joystick and other devices. User Interface is commonly used to describe the layout of the screen and screen elements that the user must interact with. For instance, buttons or windows that the user must use to access different features or give commands in the game.


In 3D graphics, a set of numbers representing magnitude and direction.


A line or movement defined by its end points, or by the current position and one other point.

Vector Graphics

Made famous by games like Asteroids and Battlezone, these are graphics that are defined by objects like lines, triangles or boxes, instead of by a bitmap.


The point of intersection of lines or the point opposite the base of a polygon or other object.


Video Electronics Standards Association. An organization that sets standards for video and multimedia in PCs. They created the Super VGA (SVGA) standard and the VESA Local Bus.

Visual Surface Determination

Ensuring polygons are drawn in appropriate order. Popular methods are depth soring, Z-buffering, portals, and BSP trees. Often abbreviated VSD.

Volume Rendering

A method of rendering that deals with the space that is used, as opposed to the faces that make up the outside of an object. Originally used for medical purposes only, it has also been adapted to do environmental effects, such as light through fog.


Volume pixel. These are basically another way of drawing 3D objects, instead of defining them as the polygons that make up the outside of an object, you define it as a number of points. Voxels can be the size of a pixel on the screen, or they can be large spheres, sprites or any graphical representation of a point.

Wings 3D

An increasingly popular free modeling utility. It has a very nice interface, and doesn't take much time to learn. It's good for both high and low polygon models, but is not particularly well suited for entire scenes or rooms. http://www.wings3d.com/


Antialiasing algorithm that extends the Bresenham-line by drawing additional (background-)blended pixels above and below each original pixel. What is considered "above" and "below" is decided by the direction of the plotting. Some implementations also blend the original pixels.


XGA is a Monitor Graphics Type which contains 15-inch units with a native resolution of 1024x768 pixels.


A pixel format comprised of luminance (the Y component) and chrominance (the color components U & V). YUV was developed for the compression of motion video data. See also RGB.


An array of numbers that store the proper point on an polygon and its distance from the camera. The array is usually comprised of all the pixels in a screen and only the closest points are stored and then drawn. This method eliminates the problem of overlapping objects.


The flickering distortion effect caused by two or more textures which overlap each other / are too close to each other / occupy simliar planes. It is called z-fighting because the multiple textures appear to be 'fighting' for dominance of the z-axis.