Appendix

Definitions

Some key terms that are used in this document are defined below.

Adhesion: The ability of an object to stick to other objects

Ambient light: The overall lighting level in the environment

Avatar: The representation of a player within the game world

Azimuth: The horizontal angle of rotation for a vector from the X axis

Cohesion: The ability of an object to stick to similar objects

Co-latitude: The vertical angle of rotation for a vector from the Y axis

Deathmatch: A game where multiple players fight each other and the last one standing is the winner

Diffuse light: The amount of light that is scattered when it hits the object

Emergent behavior: A player interaction that was not explicitly defined by the creators of the game but adds to the gameplay

Heightmap: A 2D grayscale image where height is defined by color (black is the lowest value and white is the highest)

Particle system: A system that manages groups of small "particles" that represent real-world entities such as water and wind

Point light source: A light source that is placed at a single point and uniformly spreads the light at a certain radius

Shader: A program that is executed exclusively on the graphics card (GPU) which allows it to run at a high speed

Specular light: The amount of light that is directly reflected off of an object

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