Renderer
The part of an engine that draws the game world, lighting, materials, cameras, UI, and effects.
Game Dev Glossary
Simple definitions for the words you will see when learning game engines and game development.
The part of an engine that draws the game world, lighting, materials, cameras, UI, and effects.
The repeating cycle that reads input, updates the world, and draws a new frame.
A system that handles collision, gravity, rigid bodies, forces, triggers, and movement.
Small code that tells the graphics card how surfaces, lighting, colors, and effects should look.
A file used by a game, such as a model, texture, sound, animation, script, or level.
A 2D image used for characters, items, backgrounds, icons, or effects.
The system that detects when objects touch, overlap, block, or trigger events.
Logic that helps enemies or characters find a route through a level.
How many frames are drawn each second. Higher frame rates usually feel smoother.
A tool used to place objects, lights, terrain, enemies, and gameplay elements in a scene.
A reusable object template that can be placed many times in a game.
The packaged version of a game that can be tested, shared, or released.