Game Dev Glossary

Game engine terms explained.

Simple definitions for the words you will see when learning game engines and game development.

Renderer

The part of an engine that draws the game world, lighting, materials, cameras, UI, and effects.

Game Loop

The repeating cycle that reads input, updates the world, and draws a new frame.

Physics Engine

A system that handles collision, gravity, rigid bodies, forces, triggers, and movement.

Shader

Small code that tells the graphics card how surfaces, lighting, colors, and effects should look.

Asset

A file used by a game, such as a model, texture, sound, animation, script, or level.

Sprite

A 2D image used for characters, items, backgrounds, icons, or effects.

Collision

The system that detects when objects touch, overlap, block, or trigger events.

AI Pathfinding

Logic that helps enemies or characters find a route through a level.

Frame Rate

How many frames are drawn each second. Higher frame rates usually feel smoother.

Level Editor

A tool used to place objects, lights, terrain, enemies, and gameplay elements in a scene.

Prefab

A reusable object template that can be placed many times in a game.

Build

The packaged version of a game that can be tested, shared, or released.