Greetings and welcome to the revised glossary. I hope that this may prove useful to anyone attempting to create a game, or perhaps coming upon a term they don't know, or even attempting to find an elusive concept (for those "it's onna tip of my brain" moments). I have taken some liberties with the organization, as some concepts could potentially have more than one categorization; I have also removed overly generic concepts that are not directly used in games, such as 3D modeling, digital art, CRT or pure mathematics. Please /msg me for corrections and additions.
A more complete node trawl is coming soon; there are a few that I found (and added) over the course of rewriting the previous version of this metanode, and there are bound to be more.
Terms used in describing techniques of creating images, scenery and objects, putting them all together to create a world, and then displaying them in a way fast enough to be enjoyable and clever enough to be understandable (3D world on a 2D surface and all that).
/ Why full screen anti-aliasing is pointless on current hardware
(hold and modify
tile based rendering
trilinear mipmap interpolation
Methods of creating audio to accompany the game are stored here.
Concepts used in gaming to simulate real life, and side effects of these attempts at facsimile.
/ no clipping
cone of fire
Concepts and languages used most exclusively for the process of game creation.
Apple Game Sprockets
(Simple Directmedia Layer
beat 'em up
shoot 'em up
General - Era
Arcade Legacy Terms
Vocabulary of gamers. Words commonly used to describe common concepts in games.
(aka colour clash
(See also: random encounter
Hardware used in making a game system work.
Bits and pieces of not necessarily game-related hardware, but necessary to create audio and video, the two components of a game.
Jan. 27, 2004
Added cocktail mode.
Jan. 5, 2004
Added god mode.
Oct. 9, 2003
added: isometric games, tactical RPG, sound test