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| Data structure that is used as a container of a related group of values of the same type |
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| Allows for the deformation of the model so that realistic movement of the model can be achieved. Stored in an array of matrices. |
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Red, green, and blue are integer values betwwen 0 and 255 which represent the amount of of those colors. Alpha is transparency(255 in opague and 0 is transparent) |
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| Functions or methods that are executed by the program when an object of this class is created. All of these have the same name as the class. |
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| Folder that stores graphics and effect files. |
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| Converts game assets from a particular DCC file format into objects in the XNA Game Studio Content Document Object Model (DOM) that standard content processors can consume, or into some other custom form that a particular custom processor can consume. Typically converts content into managed objects based on the Content DOM, which includes strong typing for such assets as meshes, vertices, and materials. A custom importer, however, may produce custom objects for a particular custom content processor to consume. |
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| Run-time component which loads managed objects from the binary files produced by the design time content pipeline. It also manages the lifespan of the loaded objects, disposing the content manager will also dispose any assets which are themselves IDisposable. |
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Takes one specific type of an imported game asset and compiles it into a managed code object that can be loaded and used by XNA Game Studio games on Windows, Xbox 360, or Windows Phone. Each one acts upon a specific object type |
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| A worker object that implements most of ContentManager.Load. A new one is constructed for each asset loaded. Executes during run-time of the game. |
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| Saves the compiled pixel shader produced by your processor as a binary .xnb file. |
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| Creates a Quaternion or Matrix from a vector and an angle to rotate about the vector. |
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| Creates a new rotation matrix from a specified yaw, pitch, and roll. |
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| Creates and defines a view matrix. This method the camera view of the scene. |
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| CreatePerspectiveFieldOfView |
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| This method defines the view frustum. The view frustum is the volume of 3D space that contains everything that is visible in the display |
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| Returns a matrix that can be used to rotate a set of vertices around the x-axis. |
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| Returns a matrix that can be used to rotate a set of vertices around the y-axis. |
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| Returns a matrix that can be used to rotate a set of vertices around the z-axis. |
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| Creates a scaling matrix. Returns a matrix that can be used to scale a set of vertices by the specified Single parameter |
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| Creates a translation Matrix. Returns a translation matrix that can be used to translate a set of vertices |
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| Calculates the cross products of the arguments in the parameters. |
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| Part of the rasterizerState. Three types, CullClockwiseFace, CullCounterClockwiseFace, and None. |
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| (Instance Variables), are usually private unless constant(public). This section is where class scope objects and variables are declared and or defined. |
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| The scalar product of two vectors u and v. U * V. This method calculates the product of this. |
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| This method is invoked in order to update the current display. Here calls to user-defined methods for drawing individual game elements takes place. This method will draw or render the graphical objects of the game including the screen background and screen color |
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| Renders the specified geometric primitive, based on indexing into an array of vertices. |
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| File that includes shader code. This class is used to set and query effects, and to choose techniques |
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| This class is used to an Effect parameter. |
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| A value type that defines a set of named constants of any integral type except char |
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| Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games. |
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| Handles the configuration and management of the graphics device. |
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| This matrix, I, consists of the three bases vector i, j, and k and the origin |
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| This method is where important game initialization needs to take place |
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| This class is used to describe the order of the vertices that will render the 3D object |
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| This method will calculate the magnitude of a vector |
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| PrimitiveType Member in which The data is ordered as a sequence of line segments; each line segment is described by two new vertices. The count may be any positive integer. |
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| The data is ordered as a sequence of line segments; each line segment is described by one new vertex and the last vertex from the previous line segment. The count may be any positive integer. |
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| In this method the content pipeline data is loaded into the executing game |
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| This vector for this class will be defined as target minus position; that is, look = target - position. This look vector is not the same vector as the private data member of the Matrix structure called the same name. |
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| This is a rectangular array of numbers. In 3D game programming, this is a square array with four rows and four columns as show below |
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| functions that the programmer implements to define the functionality of the class |
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| Made up of these three primitive objects: points, lines, and triangles |
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| Represents a mesh that is part of a Model. |
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| Used to declare a scope. This scope lets you organize code and gives you a way to create globally unique types. |
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| Method of the Vector classes that will create a unit vector. |
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| Swing (a video or movie camera) in a horizontal or vertical plane, typically to give a panoramic effect or follow a subject. |
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| A shader may have multiple techniques. A technique defines the vertex and shaders used during each pass through the pixel-rendering process. Most processing is done in one pass, but more than one pass can be defined to implement blended textures |
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| Applies colorization and texturing before outputting to the view area. |
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| These classes are functions that are used to set and get the class data members |
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| This number system was first described by Sir William Rowan Hamilton in 1843 as a natural extension of the complex number system. In this number system, a quaternion has the form w + xi + yj + zk where w,x,y, and z are real numbers and where i,j, and k have the property that i2 = j2 =k2 = ijk= -1 and ij=k, jk = i, and ki=j. Are better than matrices in respect to rotating 3D objects. |
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| Left and right movements. |
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| This class determines how to convert vector data (shapes) into raster data (pixels). |
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| Moving the camera according to this vector is called strafing. Camera is still looking forward but moving sideways. |
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| Rotating the camera about the look vector or directional axis. |
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| Four primary: about the x axis, about the y axis, about the z axis, and about an arbitrary vector. |
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| With this matrix, a 3D object can be shrunk or stretched in order to fit the needs of the game designer and the scene in which the objects appears. |
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| Adds an object to the DataObject. |
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| The parameter used in this must match the data type of the variable being set. From the DrawPaperPlane() method, this method was used to set the world, view, and projection matrices before the drawing the plane. |
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| A string attached to a shader input or output that conveys information about the intended use of a parameter. These are required on all variables passed between shader stages |
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| Enables a group of sprites to be drawn using the same settings.Use a sprite to draw a 2D bitmap directly to the screen. |
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| Represents a font texture. At build time, XNA Game Studio creates a texture with the image of the characters of the font you specify, with the specified font point size. |
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| Defines the vertex and shaders used during each pass through the pixel-rendering process |
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| Represents a 2D grid of texels. |
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| Demonstrates how to draw an image repeatedly in the x and y directions in one Draw call. |
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When this matrix is multiplied times a vertex (or point) in a 3D object that vertex's coordinates are (THIS) by the point (Tx, Ty, Tz,1). |
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| The data is ordered as a sequence of triangles; each triangle is described by three new vertices. Back-face culling is affected by the current winding-order render state. |
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| The data is ordered as a sequence of triangles; each triangle is described by two new vertices and one vertex from the previous triangle. The back-face culling flag is flipped automatically on even-numbered triangles. |
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| This method is called to free up memory of any content loaded into the game that was not previously loaded through the content manager. |
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| This vector indicates the direction that is considered up in reference to the camera. This vector is typically set to (0,1,0) which is the vector pointing in the direction of positive y. If this vector is initialize to (0,-1,0) then the camera would be upside down |
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| This method is where updates to the game status will take place. In this method, the game can check for data input from a gamepad, mouse, or keyboard. Also, this is where game animation will be update, such as the movement of a model in a scene. |
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| Defines a vector with two components. 2 dimensional. |
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| Defines a vector with three components. 3 dimensional. |
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| A quantity that has both a direction and a magnitude. Geometrically we can represent these as directed line segment. |
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| applies user defined transformations to the vertex input and transformed the vertex data to the viewing area. Any data that is not visible in the viewing area is culled. |
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| Used to stream vertex data directly to the GPU |
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| Describes a custom vertex format structure that contains position and color information. |
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| VertexPositionColorTexture |
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| Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. |
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| VertextPositionNormalTexture |
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| Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. |
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