Programming
Artificial Intelligence artificial intelligence imitates human intelligence. In the game, the main type of artificial intelligence includes state machines, expert systems, fuzzy logic, genetic algorithms, neural networks. The Array array defines a set of characters / values to a variable. In the program, it is often used to store data, create a matrix, etc. Example: Char Array [11] = "Hello World"; API application interface application interface, is the functional interface provided by the operating system, the application comes to call the function provided by the operating system. Example: DirectX is a Windows API. Ann Artificial Neural Network It is a parallel, distributed processing mechanism, which is interconnected by the processing unit and the unrelated signal channel called the coupling. Alpha Testing Alpha test game initial testing, generally internal testing, main test code function, check code error, and sometimes testing game design problems, but not too much. ALLEGRO a game programmer, which supports multiple operating systems, and many of the early DOS games are compiled. The Algorithm algorithm sets up the calculation process established in a limited step, which is the most basic composition of the program. STL STL (STANDARD TEMPLATE LIBRARY), the standard template library, is an industrial intensity, efficient C library. It is accommodated in the C Standard Library (C Standard Library), the latest in the ANSI / ISO C standard is also a very revolutionary part. Adaptive Learning Adaptive Learning System A artificial intelligence system, he can self-study from the environment, according to the impact of the factors. Abstract Data Type Abstract Data Types use an abstract mathematical collection to represent the creation, access, change, etc. of the data entity, such a mathematical collection is an abstract data type. A * to search data with heuristic algorithms, generally used in the game. 3D Engine 3D Game Engine Set Creation 3D Image Code. This engine contains some necessary components such that you can call 3D model data and draw them on the screen. The full name of MD5 MD5 is Message-Digest Algorithm 5 (Information - Summary Algorithm), which was developed by Mit Laboratory for Computer Science and RSA Data Security Inc, which was developed by MD2, MD3 and MD4 in the 1990s. Its role is to make large capacity information to be "compressed" into a confidential format before signing private privacy with digital signature software. OpenGL OpenGL is a set of industrial standards for hardware interfaces for 3D graphics, which can be used in a variety of platforms. The abbreviation of D3D Microsoft Direct3D is the 3D graphics part of DirectX, which is a 3D hardware interface, and OpenGL and is driven on the Windows platform.
OS
SQL SQL (Structure Query Language), the abbreviation of the structural query language is a tool for organizing, managing, and retrieving data stored in a computer database; is a specific type of database-relational database. ADO ADO is a popular client database programming technology currently in a Windows environment. ADO is an advanced programming interface established on the underlying technology of OLE DB, so it has a powerful data processing function (handling various types of data sources, distributed data processing, etc.) and extremely simple, easy to use Programming interfaces and thus have been widely used. DirectX DirectX (referred to as: DX) is a Windows system-based multimedia application interface APIS card released by Microsoft. Linux Linux is a set of free and freely propagated UNIX operating systems, which was first developed by Finnish College LINUSTORVALDS in 1991, drawing on the technology accumulation of nearly 30 times at the time of the UNIX system, and integrated the advantages of the main UNIX derived system. NetWork
XML XML is the shorthand of Extensible Markup Language, which is developed by W3C. You can use the web design person to define the extended format of the TAG, which can be used in the free database or various file formats to receive the requirements of various web pages. MSDN MSDN is the abbreviation of Microsoft Software Developer Network. This is Microsoft's development plan for developers. You can see information about software development at http://msdn.microsoft.com. PHP PHP is a server-side HTML-embedded script description language. Its most powerful and most important feature is its database integration layer, using it to complete a web page containing database functions is an unbelievable simple. ASP Active Server Pages (ASP) is a server-side scripting environment that uses it to create and run dynamic, interactive web server applications. Use ASP to combine HTML pages, scripting commands, and ActiveX components to create an interactive web page and web-based power-based applications. IOCP I / O completion port may be the most complex kernel object provided by Win32, and the port model provides the best scalability. This model is very suitable to handle hundreds and even thousands of sockets. I / O Completion Ports is particularly important because they are the only technique for high load servers [must maintain many connection lines at the same time. The Completion Ports uses some threads to help balance the load caused by the I / O request. Such architectures are particularly suitable for "Scalable" servers generated in the SMP system. HTTP HTTP protocol (Hypertext Transfer Protocol, hypertext transfer protocol) is a transfer protocol for transmitting hypertext to local browsers from the WWW server. FTP FTP is "File Transfer Protocol". The protocol is the language that enables computer and computers to communicate with each other. IIS IIS is an abbreviation of Internet Information Server. It is a server that Microsoft mains, IIS is fully integrated with Windownt Server, so users can use Windows NT Server and NTFS (NT File System, NT file system) security features, Establish powerful, flexible, secure Internet and intranet sites. TCP / IP TCP / IP (Transmission Control Protocol / Internet Protocol) That is, the transfer control protocol / network protocol is an industrial standard protocol set, which is designed for WAN (WANS). It developed by the ARPANET network research institution. Hardware
AGP Interface Accelerated Graphics Port is a bus standard developed by Intel with the Pentiumii processor. It is based on the establishment of a PCI bus that is specifically developed for 3D graphics processing. The GPU can support the display chip of T & L (Transform and Lighting, Polygon Conversion and Light Source Processing) because T & L is an important part of 3D rendering, which is the calculation of 3D positions and processing dynamic light effects, or For "geometric processing". SIMD SINGLE-INSTRUCTION, MULTIPLE-DATA is a CPU execution mode that uses a single channel instruction to process multiple data streams, i.e., in a CPU instruction execution cycle, performs an operation of processing a plurality of data. SSE Intel's single-instruction multi-data stream extension (SSE, Streaming SIMD Extensions) technology can effectively enhance the CPU floating point operation. MMX Intel's MMXTM (Multimedia Enhancement Instruction Set) technology can greatly improve the application ability of the application to two-dimensional three-dimensional graphics and images. Intel MMX technology can be used to complex processing for large amounts of data and complex arrays, using MMX technology can be processed by the basic units, or word, or double word (double-word). Graphics
Dynamic Lighting Dynamic Light Source. The game scene under the dynamic source changes with the change of the light source, such as transmitting a rocket in the hallway, will illuminate the different areas of the corridor during the rocket, while the rocket will be replied to Initial state. In addition to visual, the dynamic light source will also have a certain impact on the gameplay. The most typical example is "Habir 2". In the "Thief 2", it will leave a place after opening the door. Shadow, for players to laten there. The Graphics image is one of the important elements of the game. It has always been accompanied by the game from the first computer game "Space Wars" from 40 years ago. After the prosperity of the 70-year word game, after the golden years of the 80s 2D game, today's game has entered the maturity period of 3D images. 2D two-dimensional. A two-dimensional game world has only x and y two axial, representing the width and height, respectively, that is, you can only move on the same plane up and down, and the depth of the front and rear direction cannot be moved. Taking the "Super Mario" on the red and white machine as an example, in this game, you can walk around, you can jump up, you can drop the cliff, but you can't walk into the foreground or background. Even if you walk into the door, just to activate the next level, you can't explore the scene in a 3D manner. 3D 3D. The three-dimensional world has more z-axis than the two-dimensional world. On the basis of the width and height, the real space we live is a three-dimensional space. The characters in the three-dimensional game can not only move along the plane, but also can move in depth. You can experience this Z-axis to add this Z-axis to the game. Sprinkler. Anti-aliasing anti-aliasing. Since the computer image is based on pixels, it will find a serrated zigzag shape when the slash on the screen is enlarged, as in the same step. Anti-aliasing technology combines the colors near the edge of the line to the background color to soften this zigzag effect, so that the perimeter of the object looks more smooth and flat. It should be noted that you must turn this feature in the graphics driver instead of playing in the game option. Bitmap bitmap. The computer mainly uses bitmap and vectors to save and display two-dimensional images, simply, the bitmap is an image consisting of pixels, and its main feature is that the display effect is affected by the resolution. Most of the images in the game are material maps that exist in bitmaps, including 3D models. Bump mapping concave poster. This is a technique of simulating a rough surface in a 3D scene, which gives 3D objects with depth-dependent uneven texture. After the light rendering treatment, the surface of this object will show unevenness, without changing the object. Geometry or increase the extra point. For example, give a graphic map to a plane. This plane will become a piece of debriline, high and uneven wasteland after treatment. Of course, the uneven effect using the concave convex map does not change the direction of the light and shadow, and it is impossible to generate a physical undulating effect, so it is only far away and not able to play. Color de PTH color depth. Refers to the number of colors that can be displayed simultaneously on the computer screen, including 8-bit color, 16-bit color, 24-bit color and 32-bit colors, where 16-bit color can display 65,536 different colors in the display, 24-bit color can display 1670 10,000 colors, as for 32 colors, actually just a technical concept, because human eyes can only distinguish 16.7 million colors at the same time (from this point, color deep technology has actually reached the limit, There is no room for further rising). The computer is higher than the 32-bit color graphic image, the load is greater, and the workload is more, and more memory is more, it can be said to be lost. CLIPPING cut.
The objects (including 2D pictures and 3D objects) other than 3D scenes or visible ranges (screen screens) are cut off to speed up the running speed of the game. In the past rendering, most of the processors are used to render objects that actually see, such as objects hidden behind the rocks or by housing. After using shear technology, the processor only needs to render those visual parts, which greatly improves the frame speed of the game, so that the game's operation is more smooth. Cel shading three-dimensional cartridges. The three-dimensional cartoon coloring technology combines the color and shadows, so that the 3D model looks less hard and generates a picture effect similar to cartoon view, DragonStone's 3D game "Dragon Point 3D" image engine This technology is used. The stereo cartoon is called "Toon Shading" by Namco. Pixel pixels. The word "Picture Element" is combined. The screen of the TV or display is composed of thousands of fine pixels. You can see the eyes close to TV or computer screen, you can see a small point, each dot consisting of red, green, blue three colors, screen The image on the upper image is generated by changing the color of these pixels. Environment mapping environment map. Material maps that reflect environmental changes, such as metal or water surfaces reflect the surrounding scenes (such as trees, sky, etc.) to achieve realistic effect. The ambient map is actually a surface having a higher reflection value to the material, so it is more suitable for a shiny object such as mirror, metal. Flat shading flat coloration. The simplest, fastest rendering method, specifies a single and no change in each polygon for 3D objects. The final output effect is naturally very unreasonable, but it is very suitable for those who need fast imaging and require speed than fineness. FMV (FMV (Full Motion Video) Full Dynamic Image. The CD's advent of the game developers have a nearly unlimited storage space, so this large-capacity animation format came into being. As a sheet, the tail or over-field animation, the full dynamic image can create a gorgeous visual effect, promote the development of the plot, making the players produce deeper realism, such as the full-moving image in "Final Fantasy 8" is a successful example. Unfortunately, this technology is often abuse. Many games that use full-motion images eventually become a bunch of garbage with animation, no more funny, "Jin Yu, and to defeat". In order to save costs, it will develop focus on true game content. Many games have canceled this Huawei, and more and more games begin to use engine self-generating animation. FPS (FRAMES Per Second) The number of frames per second, that is, the frame speed. The dynamic picture you see in the game run is actually played continuously by a frame of frame still screen, and the computer must quickly generate these pictures and display it on the screen to obtain a continuous movement. The more complex the picture generated, the longer the computer's processing time, the lower the frame speed, and if the frame speed is too low, the game screen will generate a pause, jump. Generally speaking to computer games, 30 frames per second are the bottom line, and 60 frames are the ideal realm. However, it cannot be generalized. The frame speed required for different types of games is different. For example, in the first person shooting game, the player's gaze focus is not in front of you, but aiming to the distance, so the displacement of the object is large. The spatial range covered is also very large, and the requirements for frame speed are high. In contrast, the third person is much lower than the frame speed required for action games. Frame-rate locking frame speed lock. When the computer is busy with complex tasks, the frame speed of the game tends to be affected, and the frame speed locks the "jumper" method to keep the fixed frame speed.
You can type the minimum frame speed value you can endure. When the actual frame rate is lower than this number, the game will automatically reduce the details of the scene, or skip the current frame, directly process the data behind. Gouraud shading vertex coloring. This is a more popular rendering method, more advanced than the flat color, provides a set of separate color ratings for each vertex of the 3D object, and smoothes, fused, and the color of the vertices. Gradient. The object it renders has a considerable color and smooth color change effect, but its coloring speed is much slower than the flat color. LOD (Level of Detail) Detail Level. It is generally referring to the resolution of the material map used in the game 3D object, which is usually from 10x10 to 1024x1024 or higher, the higher the resolution, the more excellent the material map, and the time required for rendering is also Longer. Therefore, reduce the details of the game, let the game use the low resolution version of the material map, which can greatly improve the game speed while sacrificing the image quality. In addition to the resolution of the material map, the detail level also includes the skin, terrain, light, etc., and some games allow you to adjust these parts separately to achieve a balance between running speed and image quality. MechiniMA engine movie. The word "Mechanical Cinema" is merged, refers to a 3D animation that uses the game's own engine real-time rendering. It is different from pre-render animations, there is no need for additional devices, there is no need for additional modeling, animation, and clipping, just use the game's own engine, you can create a variety of outlet animations. Although its exquisiteness cannot compare with pre-render animations, it saves a lot of valuable money and time for developers, while avoiding huge image documents, and maintains seamless connection between animations and games, There is a sense of one. From the first "half-stop" that introduced this concept, the engine movie has gradually replaced the pre-render animation and the real movie, and has become the mainstream of the overport animation technology. Mip-mapping class map. Simply, the 3D object is made of different resolution material maps, and the simple material is pasted from the farther object, and the fine material is applied to the closer object to accelerate the processing speed of the 3D scene. For example, when you are close to a wall in the game, the surface of this wall will be converted to a higher resolution map to avoid mosaic phenomena; when you stay away from this wall, the program will automatically Downgrade another map with lower precision to increase the running speed. Motion blur motion blur. Why is the speed of 24 frames per second for the movie is enough to get a very smooth visual effect, but will see a bumps for computer games? The reason is very simple, the camera is not a frame of one frame when the camera is working, and each frame it takes to contain all visual information within 1/24 seconds, including the displacement of the object. If you press the pause button while watching the video, we have to get a clear still picture, but a blurred image because it is here. The computer can't do this. Each frame in the game is a still picture. If you catch a picture in the process of exercise, you get a clear static picture. The purpose of moving fuzzy technology is to enhance the real feeling of fast moving scenes, which is not inserted into more displacement information between frames, but a result of mixing the current frame with a previous frame together. . MultiteXturing multi-layer texture. This map technology allows developers to add more channels on a single object surface to produce more complex effects such as reflection, color light, and scratching traces.
For example, a brick wall, if you use a single material, you can only show the effect of brick, and after using multiple layers, you can add a poster on the material of the brick wall, the material, the material, and the unevenness of the displacement , The light effect of the spotlight, etc. Of course, each additional layer map is added, the computer's load will be doubled, so this technology is very dazzling, but it is not abused. Colored Lighting Color Light Source. When the processing power of the computer is still low, when the 3D acceleration technology is still in the stage, the game can only produce ordinary white light sources, and the entire scene is only white light. After using a color light source, a red bulb can store all the objects in the room, for example, the face of the character under the light will show pink, and a blue shirt will appear as purple. Alpha mixes the value of the "Alpha" mixed vector to mix the source pixels and target pixels, which can produce a translucent effect. Vector image vector image, also known as an object-oriented image or drawing image, is defined as a point of line connections in mathematics. The graphic element in the vector file is called object. Each object is a self-contained entity, which has properties such as color, shape, contour, size, and screen position. Since each object is a self-contained entity, you can maintain and change its properties while maintaining its original clarity and curvature, without affecting other objects in the legend. The bitmap image is also known as the raster map, generally used in image processing of photos, is a graphic composed of many "pixels" like a small square. It is represented by its position and color value to show changes in color shadows. Games
ACT action game, based on the player's control role. S · RPG is also known as the Simulation RPG, which uses SLG when fighting. That is, a combat method that controls a set of characters, movable combat, such as Japan "Bright and Power II". A · RPG is also known as the action (ACT) RPG, this RPG does not have a special combat screen, which means that you can sword with swords. Such as Japanese "Music Mystery Palace · Westlin", Japan "Creative", etc. RPG is the role playing game (Role Personate Game), players need to play one or more roles in the game, and take risks in the virtual world.