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Kaneva Glossary

New to the gaming and Internet entertainment world, or need to brush up on your technical terms? Here's a list of terms and definitions that relate to the Kaneva real world.


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ability
A class of skill that defines what kind of players can use objects and their current abilities to generate or destroy objects as a result or outcome. Abilities are set from the Kaneva Game Studio Game > Skills command panel. For example, a player may have the ability of swordmaking by combining a lump of iron, a hammer, and a strength of 10 to generate a sword (and a hammer, which doesn't get used up).
acceleration
The change of an object's velocity over time. In computer gaming physics, acceleration relates to the maximum increase of velocity over time (as opposed to Deceleration), such as the amount of time needed for a character to reach their top speed. In Kaneva Game Studio, acceleration is controllable for an actor from the Objects > Actors > Dynamics dialog.
actor
Any object in a game world that is expected to perform an action under the control of a player or another process, such as an AI, NPC, doors, transportation, and objects with which they can interact. Actors have the ability to interact with objects and other players. Actors are also called characters or avatars, and typically possess a panoply of identifying data, such as inventories, weapons, skills, statistics and other traits. In Kaneva Game Studio, an actor is any mesh with a set of properties intended to perform an action.
AI (Artificial Intelligence)
Directions used by the game to move or animate objects or actors, giving them the appearance of behavior or autonomous actions.
AI search tree
Also called search tree, defines the path a hostile NPC normally travels when they are not pursuing or engaged with another character. In Kaneva Game Studio, AI search trees are defined in the Missions > AI command panel.
AIautoexec.xml file
In Kaneva Game Studio, the AIautoexec.xml file lets you define which databases, modes, and variables to initialize for AI characters in a game. There are also similar scripts for games and zones.
aliasing
In computer graphics, a general term for visual artifacts on raster or bitmapped displays that occur when displaying a high-contrast transition, such as the edge of a shape or a repeating pattern. Aliasing effects include staircasing along diagonal lines, moiré effects in repeating patterns and checkerboards, and temporal aliasing (strobing) in animations.
More definitions: Google:aliasing
alpha channel
The data in a 32-bit bitmap file that defines the degree of transparency to the pixels in the image. Opaque is an alpha value of 255, transparent is 0, and semi-transparent are the values in between. Varying alpha values are essential when displaying several images in layers, such as a tree on a land mesh. For example, the background pixels of a tree image may be transparent, providing no interference to any scenery behind the tree image.
ambient light
An illumination source that uniformly illuminates all surfaces in a scene, with no apparent source and direction.
animation
A collection of images or model data that simulates the movement of a scene or object.
animation.txt file
A text file used by Kaneva Game Studio to export animation frames. Each section contains a comment line, ARB file name, start frame, and end frame, and can repeat as often as necessary. See KanevaEditorAnimationTxtFile for more information.
antialiasing
A graphics rendering technique that smooths the visual border on a shape, which may appear jagged in a bitmapped or raster display. The jagged artifacts aare often called 'jaggies'.
More definitions: Google:antialiasing
antigravity
A physics (also called dynamics) setting that allows actors to ignore the attraction of the actor to the ground. This setting is available from the [[
appendages
In Kaneva Game Studio, any object that can be 'attached' to an actor, such as weapons, food, and other objects. Appendages can also be used for non-visible items, such as spells, infections, and whether the character has visited a specific location.
arena
A zone specially designated as an area for battling other characters or teams. Arenas are defined in Kaneva Game Studio Game > Arena Manager.
asset
Kaneva defines an asset as any standalone graphic data component that can be exchanged in a market. Assets can be bitmap textures, character or scenery meshes, or libraries of ready-to-use 'clipart' graphics data.
attenuation
In graphics, a decrease of illumination that occurs when objects get farther away from a light source. To simluate the real world as best as possible, game designers may also consider other atmospheric factors, such as fog, clouds, shadows, and other obstructions.
auto decel
auto leveling
An attribute that causes an object or its field of view (typically, a camera) to gradually orient to a horizontal plane. Auto leveling is commonly used for bipedal actors' vision systems.
Autoexec.xml
A file containing a set of instructions to perform when a user loads a game into the Kaneva Game Studio. These instructions assist in loading databases and initializing settings. This type of file is generally called a game startup script. There are also similar scripts for zones and AIs.
avatar
A set of attributes and data that represents a player in a game or simulation. Avatars are also called characters or actors, and may possess tangible (mesh/texture, animation, inventories) and intangible (stats, skills, identity, personality) attributes.

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back side
On a polygon face, the back side is often turned inward and is invisible in simple objects. Sometimes the back side is visible, such as when viewing the underside of a water surface. In these instances, it's necessary to turn on double sided rendering.
bank
A location where monetary transactions can occur. In Kaneva, games use bank areas to define regions in a game where game players can save or retrieve their money.
billboard
Also called a billboard mesh. A set of polygons, usually a transparent rectangular plane, possessing a prerendered image or special effect and always facing the viewer. Billboards are efficient for implementing some special effects, such as coronas.
bitmap
A representation of an image using rows and columns of dots, or pixels. Bitmaps are the simplest form of image representation, with other methods including textures, voxels, and UV maps.
bone union
The attachment point for an equippable item and a bone. For example, a sword may use a hand bone for its bone union.
bones
A system of hierarchically linking objects used to animate actors. You use an application such as 3ds max to define a bone system, and Kaneva Game Studio can add properties to bones to integrate an actor into a game.
bump mapping
A method for displaying textures as a rough surface, which in turn looks different in varying illumination.
More definitions: Google:bump mapping
burst force
The representation of released kinetic energy on an actor as a result of an explosion. Sometimes referred to as push power.

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camera
A device or method for visualization. In gaming and computer graphics, a camera is a method for selectively viewing an area of the game's playing area. Cameras are often positioned as a game character's eyes.
center of mass
A point around which an object's mass could be concentrated without affecting its reaction to internal and external forces. In game design, the center of mass is assigned to one of the bones in an actor object, or to a portion of a general object. In Kaneva, center of mass for actors is set in the Visuals System Editor > Skeleton dialog by assigning it to a bone using the Set Center of Mass Link button.
char.cfg file
A file used by Kaneva to automate and simplify actor imports. The format allows designers to set cameras, clip radius, actor name, and center of mass bone while importing actors.
chroming
In computer graphics, an imaging technique that selectively accentuates bright colors in an image, making the overall image take on a metallic characteristic. Chroming is an option available from the Kaneva Game Studio Material Modification dialog.
clip, clipping
clip box
collision map
A structure (usually, a set of contiguous polygons) surrounding an object or an entire world that provides a way to determine which surfaces cannot be entered by another object. A collision map often contains far fewer polygons than the object it is surrounding, because observers rarely need to experience a detailed collision with a surface. For example, a vertical rocky face of many polygons may be represented with one or a few polygons in a collision map, while a door or window on the side of a house may need more polygons to provide better collision resolution.
collision radius
A distance defined from a central point (such as a pivot point or bone) that creates a sphere around an object. Objects or actors attempting to intersect the sphere will be deflected, and the object possessing the collision radius will not be able to intersect collidable objects.
controls
The inputs that provide interaction with a game or simulation, such as input from a keyboard, trackball, and mouse. In Kaneva, controls are set from the Game > Controls command panel.
corona
In computer graphics, a special effect that appears as a outline of light or brightness around a bright object, typically a light source. Corona is often used to give an object a glowing appearance.
currency
A medium of exchange of value, usually involved in trade, purchasing, or selling transactions. In Kaneva Game Studio, the currency is defined by its name, set on the Game > Currency command panel.
cursor
A visible indicator that defines where an outcome will occur when the user takes action. Cursors can also change shape or color to indicate usage or context. In the Kaneva Game Platform, cursors may be changed inthe context of menus, using the Cursor_Set function.

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damage path
The ability to specify a dynamic volume associated with an actor's bone that defines how damage can be inflicted and where it can be inflicted. These attributes are especially useful with melee-type weapons, such as hand-to-hand combat. Multiple damage paths can be assigned to an actor using the Visuals System Editor > Collision dialog.
deceleration
The rate of decrease of an object's velocity over time. In computer gaming physics, deceleration relates to the maximum decrease of velocity over time (as opposed to Acceleration), such as the amount of time needed for a character to come to a stop after running. In Kaneva Game Studio, deceleration is controllable for an actor from the Objects > Actors > Dynamics dialog.
DDS (texture?) file
A Direct Draw Surface (DDS) file is a texture file format supported by DirectX? compatible graphics cards and their decompression algorithms. DDS files can achieve up to 6 times better efficiency than other graphic formats, which is why they're preferred for gaming design.
depth buffer
A section of memory or a rendering technique that keeps track of the screen depth for visible pixels in a scene. The w-buffer and z-buffer are examples of depth buffers.
developer license
A set of agreements between a game designer and Kaneva that allows up to 5 game designer employees to design and host a game on the designer's network. A Kaneva developer license is free and cannot be used by people outside of the designer's team or for charging revenue.
double sided (2 sided)
An object's mesh of polygons has both a front and a back face. To speed up rendering, only the front face renders by default. Some objects (such as the underside of a water surface) need to render the back faces, which would otherwise appear as undefined to the player if only one face was rendered.

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emissive, emissivity
The tendency of an object to emit power or energy. In computer graphics, an object is emissive if it appears to be glowing.
entity database
A deprecated term for the Objects > Actors data repository.
exclusion zone
A defined volume where nothing can enter. In Kaneva Game Studio, an exclusion zone may be defined around water to prevent characters from moving into a water area.
explosion
A quick or rapidly evolving animation as a result of a weapon or projectile discharge. Explosions are defined in the Objects > Explosion DB command panel.
explosion unit
In Kaneva Game Studio, an explosion unit is one item in the explosion database. Explosion units make it easy to import and export individual explosions for templating or customization. Explosion units may be saved to explosion unit (EXU) files.
export
The act of transferring or converting data from one program into a form recognizable by another program. For example, designers use 3ds max to export data to Kaneva Game Studio, which in turn imports the data.
external portal
A method of linking different zones in a logical (not spatial) relationship. External portals are defined from the Objects > Portal Area and the Zone > Zone Objects command panels.

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flicker
A (usually unwanted) visual effect that causes a fluctuation in the brightness of an image or the region of an image, such as the edges. Flicker is caused by many factors, including inadequate image refresh rate, aliasing, overloaded processing resources, and low frame rate.
fog
In computer graphics, a visual effect that gradually reduces visibility over distance. Fog can be used to hide or obscure objects at a distance, or to provide murkiness in a liquid, such as underwater.
FOV (field of vision)
FPS (First Person Shooter)
A game genre where the actors run around in a three dimensional world and shoot anything that moves.
FPS (frames per second)
A measurement of the number of refreshed (and potentially animated) images generated by a system. Lower frame rates result in flicker, poor quality gameplay, and ignored or delayed actions. Optimal frame rates range from 60-100 FPS.
free look
front side
On a polygon face, the front is the side with the surface normal. By default, Kaneva Game Studio renders only the front side of meshes to optimize rendering. Complex objects (such as a water surface, which can be viewed from underwater) or objects whose face normals aren't unified (such as imports from modeling programs) require double sided rendering.
fx
A Microsoft graphics file standard containing high-level shading language (HLSL) instructions. A .fx file extends the functionality of the graphics pipeline by allowing programmers to customize specific operations.
fx code
Known formally as HLSL (High Level Shading Language), fx code allows graphic programmers to customize the processing that occurs in the graphics pipeline.
FX Shader
In Kaneva Game Studio, a command panel where designers can computationally or procedurally render images in the simulation. The FX Shader replaces the Pixel Shader and [#VertexShader][Vertex Shader]] command panels.

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game
Any recreational activity in which players select or perform actions, and the outcomes depend on the actions of the players. Many games have a set of rules, an objective, and an endpoint.
gameport
Another name for the viewport (short for 'game viewport') in Kaneva Game Studio. This is usually the largest window in Kaneva Game Studio that displays the game visuals that are in scene.
game startup script
A set of instructions performed by the Kaneva Game Studio when a user loads a game. These instructions assist in loading databases and initializing settings. The game startup script is defined from the Game > Game Startup Script command panel. The specific name for the game startup script file is autoexec.xml.
Game Launcher
A Kaneva client-side application that synchronizes files and data between the game server and the user's computer (the client). The Game Updater used to be known as Patcher, which is now a deprecated term.
genre
A distinct type of style, form, action, or content. In a gaming context, describes the setting, capabilities, and features of a game. For example, an PvP? MMO genre suggests a competitive multiplayer environment.
global inventory
A collection of all the items that can be associated to an actor. These items are defined through the Objects > Actors > Equippable Items command panel.
Gorilla Paintball
A pilot game created by Kaneva, Inc. using Kaneva Game Studio. Gorilla Paintball takes place around 2050, where you get to compete against a group of genetically augmented primates in the deep jungle.
graphics pipeline
A combination of software and hardware that accepts per-vertex data from graphic applications and generates pixel colors for a display device. There are three stages to the graphics pipeline: Vertex processing, Primitive processing, and Pixel processing.
gravity
The force of attraction to a massive body, such as a planet. In gaming, gravity usually attracts actors to a land mesh; in Kaneva Game Studio, gravity is applied along the Y (up-down) axis.
ground grip
One of the characteristics for an actor's dynamics (or physics) that controls the degree of traction on a surface. For example, ground grip for a taloned actor may be greater than for a rolling actor.
grouping
The ability in a gaming simulation to associate with other players for strategic, social, or other reasons. Grouping in Kaneva works by invitation.

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Heads Up Display (HUD)
A special type of menu display that appears superimposed over an unobtrusive area of the gaming window. HUDs often display status information, such as health and defensive amounts.
houses
Areas in a game where players can create and use to store items and host meetings with other players.
housing area
A region of the game defined for player's private areas. Housing areas can be limited to individuals or specific groups of players.
HUD (Heads Up Display)
In computer gaming, a method to present information to a game player by superimposing an image and text on a region of the video display. HUDs are a special type of menu that appear on top of a region of the game in progress.

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icon
In Kaneva Game Studio, an icon is a small square-sized graphic that can be used as a representation. For example, icons can represent inventory items in a menu.
icon system
Kaneva Game Studio uses the icon system to keep track of the texture bitmaps that represent items in menus and HUDs, such as inventory items.
import
The act of receiving data from a program whose data has been converted into a recognizable form. For example, Kaneva Game Studio imports data from 3ds max.
instance
In computer science, an instance is the usage of an item or object that's based on an overall definition or template of that item. The instance is the active manifestation of the item's definition. Instantiation is the process of creating an instance, which often includes the base definition plus the data to define its current state. In Kaneva Game Studio, a particular kind of instance is termed a runtime if it's an actor definition that's been instantiated.
inventory
A list of currently available items and objects. In Kaneva Game Studio, there are many types of inventories, including the Global Inventory, store inventory, starting inventory, and an actor's inventory when the game is running.

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jaggies
Colloquial term for aliasing, which are visual artifacts caused by high-contrast borders on bitmapped or raster displays. The borders may appear stairstepped or jagged, and may flicker (strobe) if the visual is in motion. Antialiasing techniques are used to minimize the appearance of jaggies.

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K-Points
The exclusive monetary exchange system for Kaneva. K-Points are valued at 1 K-Point for every United States penny, or KP1 = USD0.01. K-Points may be used to buy game time, view videos, and purchase assets from Kaneva channels.
Kaneva
The canvas for digital entertainment. A brand identification for products and services from Kaneva, Inc., Kaneva is Latin for 'canvas'.
Kaneva.com
The web site for Kaneva, a channel-based media entertainment center. The complete web address is http://www.kaneva.com and contains many features to search, discuss, distribute, and view videos, games, and artistic assets.
Kaneva Game Platform (KGP)
The combination of products and services in the Kaneva brand name, such as Kaneva Game Studio, Kaneva web site, and Kaneva Game Launcher.
Kaneva Game Studio
A software application from Kaneva, Inc. used to design 3D MMO games. Kaneva Game Studio is a component of the Kaneva Game Platform, and more information is available.
Kaneva Media Launcher
A Kaneva software product that manages your entertainment media. Kaneva Media Launcher allows you to retrieve and view videos and artistic assets.
Kaneva Media Publisher
A Kaneva software product that lets anyone publish their videos and art assets to the Kaneva network for distribution to an audience.
KDM (Kaneva Dynamic Mesh) file
The future filename extension for .ARB dynamic mesh files used for actors in the Kaneva Game Platform.
KEI (Klaus Entertainment, Inc.)
An entertainment technology company that provides a platform for the creation, distribution, and sales of online digital entertainment. This term has been deprecated, and Kaneva, Inc. is the current term. More information is available at http://www.klausentertainment.com/.
KEP (Klaus Entertainment Platform)
The combination of products and services in the Kaneva brand name, such as the Kaneva Game Studio, Kaneva.com web site, and Kaneva Media Launcher. This term has been deprecated; use KGP (Kaneva Game Platform) instead.
Klaus Entertainment, Inc. (KEI)
Klaus Entertainment, Inc. (now doing business as Kaneva, Inc.) is an entertainment technology company that provides a platform for the creation, distribution, and sales of online digital entertainment.

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layer
In computer graphics, a layer is a subdivision of imaging data or graphic manipulations that are iteratively applied to draw the final scene or object. In Kaneva Game Studio, the layer attribute in the Material Modification dialog allows testures to be built up using various graphical computations to enhance the iterative imaging.
local coordinates
A system of measurement and orientation that allows objects or cameras to define their position and spatial characteristics in two or three dimensional space. This coordinate system is often called UV or UVW coordinates, and can be used to quickly relate to the world coordinates, or XYZ space.
LOD (Level of Detail)
A technique for speeding up scenery rendering by minimizing the number of polygons representing an object as a function of distance. For example, if a tank object consists of 1000 polygons, then you'll want to see all of them up close, because the polygons are bigger and there's more detail. At a distance of 100 meters, perhaps 50 polygons will suffice, because the polygons are much smaller. Games that use all LOD to render varying numbers of polygons often have better performance and smoother animation because of higher frame rates.
More definitions: Google:level of detail
LOD chain
A series of level of detail models that can be checked for graphical correctness and consistency as a function of the activation distance.
look bone
In computer-based character animation, a look bone is a part of an actor's skeletal system to which a camera may be attached. The degree of movement of the look bone may be one of the factors determining that actor's field of view.

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mass
The property of an object to contain a quantity of matter. The matter exposed to a gravitational field causes the object to have weight. In computer gaming, the mass of an actor determines many aspects of the physics, such as their ability to be blown around by environmental wind, the effects of an explosion, and whether jumping up or down is successful or lethal.
media
A method for communicating, storing, or displaying information over distances without the need for the original source to be present. Kaneva provides tools for creating and managing video file media, game media, and graphic art media.
menu
A list of options available to a user to help them perform specific tasks. In Kaneva Game Studio, the Game > Menu system allows a designer to contruct lists and representational graphics for the game player.
mesh
A collection of polygons that share vertices and edges and make up the surface or shape of a graphics object. Meshes can be textured or manipulated by gaming software or a graphics system. See also static mesh.
MIP level
The number of iterations to use for MIP mapping, an imaging technique used to render textures on receding objects and scenes. Alternately, indicates the MIP map to use when rendering a portion of an image.
MIP mapping
MIP Mapping is a texture mapping technique for efficiently rendering a receding image. Without MIP mapping, textures receding into the distance may look bad, exhibiting aliasing and other artifacts. MIP mapping constructs a series of prefiltered images resampled at progressively smaller sampling frequencies. The progression is a binary fraction (1/2, 1/4, 1/8, etc.) of the original image's sampling frequency. The rasterizer uses the closest image map to rendering the overall texture, avoiding the time-consuming spatial integration that would otherwise be necessary. MIP is an acronym for the latin Multium In Parvo , which means "many in a small place". It's also cited as Multi In Partem, meaning "many parts".
mission
In general, a mission is the set of requirements and constraints on an individual or group that loosely define a course of action to achieve the requirements. In Kaneva game design, missions are defined by setting up NPCs, quests, and their behaviors from the Missions tab in Kaneva Game Studio.
moiré
In computer graphics, a usually undesired effect produced when the subject contains more detail than the resolution of the image, producing waves, distortions, and bands of color that are not present in the original image.
murder(ers)
In gaming, a character in a game who has killed or defeated other characters. Murderers may be prevented from interacting with some characters, banks, or stores, or may have access to 'black markets'.

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NPC (Non-Player Character)
An object directed by the computer, providing objects that either react to a player or provide a form of multiplayer gameplay. NPCs are not under the control of a person, and may possess complex or autonomous actions directed by the game AI.
nub
In computer character animation, a non-essential termination bone that's labeled for exclusion during export. For example, the indelible toe bones created with the standard 3ds max biped skeleton may be labeled 'nub' and won't be included when exported to Kaneva Game Studio.

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particle
In computer graphics and gaming, a particle is a point in 3D space that's typically used as a foundation or placeholder on which to build a visual effect. In Kaneva Game Studio, the Objects > Particle System command panel provides access to the Kaneva Particle Editor (also called KPE), which provides a variety of tools for the design and tuning of particle effects.
Patcher
An informal name given to the software used to update a Kaneva Game Server. The formal name is the Kaneva Game Launcher.
per-pixel alpha test
physics
The properties of an actor that determines their behavior when they move or come in contact with other objects. For example, an object's running speed, mass, buoyancy, aerodynamics, force and field of view can be regulated from the Objects > Actors > Physics > Dynamics dialog.
pitch
In physics, the pitch is the amount of up-down movement relative to the current attitude. Pitch is one of the physics controllable in Kaneva Game Studio from the Dynamics dialog.
pixel
Abbreviated px; a unit representing a 'pixel element' or smallest element that can be addressed or rendered by graphics software, or displayed by graphics hardware. A collection of pixels in two dimensions define the resolution of a display or graphic.
More definitions: Google:pixel
pixel processing
The third and last stage of the graphics pipeline, blending texture samples with per-pixel colors (iterating colors and texture coordinates, sampling textures, and blending texture samples with lighting and material colors) and determining the frame buffer output (alpha testing, depth testing, stencil testing, calculating per-pixel fog, alpha blending, dithering, and making gamma adjustments).
pixel shader
A legacy command panel in Kaneva Game Studio that can procedurally render the graphics in a simulation. The functions of the pixel shader have been expanded with the FX Shader, available from the Objects > FX Shader command panel.
poly
Abbreviated term for a polygon.
polygon
In geometry, a polygon (also abbreviated as poly) is a closed area bounded by at least three vertices and line segments (or sides), with only two sides meeting at each vertex. Polygons are used as the building blocks of a three-dimensional model. Polygons in modeling software are almost always represented as triangles or quads, and are most always coplanar (flat).
popout box
portal area
A three-dimensional volume in a game or simulation that can instantly transport an actor to another location.
primitive processing
The second stage of the graphics pipeline. Includes clipping, back-face culling, and per-primitive attribute evaluation in preparation for rasterizing.
project tree
In Kaneva Game Studio, the window displaying the command panel choices. Major categories are Game, Zone, Missions, and Objects. Selecting any of the choices in these categories displays the corresponding command panel in the Settings pane.
projectile system
push power
The amount of force a weapon system or projectile exerts on a character. Larger values can move a character over a large distance, whereas smaller values may not have an effect on a character's physics.

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quest
A search or journey a player makes to achieve a goal. Sometimes the quest involves locating and acquiring an object, skill, or person, and can be quite sophisticated or abstract. In Kaneva Game Studio, AI Selection Action NPCs can be set up to present and manage quests.

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range
raster
rasterize, rasterization
rebirth
In gaming, the ability to restart your character in a specific location after its death or defeat.
reference library object
Deprecated term for a type of zone object that is loaded once in video memory but may be repeated and scaled many times. Use reference mesh instead.
reference mesh
A type of zone object that's loaded once in video memory and can be repeated and scaled without using additional memory. Objects such as rocks, trees, grass, and other items in a scene.
reference object
Deprecated term for a type of zone object that is loaded once in video memory but may be repeated and scaled many times. Use reference mesh instead.
render cache
A method for rapidly generating computer graphics that may be implemented by a combination of hardware and software. The method operates by storing (caching) previous results and reprojecting them to estimate the current image, and by directing the renderer’s sampling to rapidly improve images.
resolution
In computer graphics, the number of pixels (both the height and width) that are available for producing an image. It's often expressed as a total size (such as 1024x768) or sometimes dots per inch (as in 72 dpi). The higher the resolution, the better the ability to produce an image with detail and clarity. However, higher resolutions may decrease performance, since rendering detailed images usually takes more time and computer resources.
reticule
A geometric pattern, usually of simple circles or intersecting lines, designed to aid aiming a weapon or imaging device. Sometimes called crosshairs or bullseye.
roll
RPG (Role Playing Game)
A type of game emphasizing the mission of a single hero and/or a small group of characters. Players in an RPG world can acquire complex traits, skills, inventories and relationships with other actors and objects in the game.
runtime actor
Usually just called 'runtime', refers to an actor placed in the scene. In Kaneva Game Studio, runtimes are listed on the Objects > Actors &GT Runtime/In Use command panel.
runtime stats

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safe area
A box enclosing a game zone volume where players may not engage each other in battle. Safe areas often appear around a spawn point, commerce (store) areas, and bank areas. However, if an AI acquires a player, then it may follow the player into the safe area and continue attacking them.
search tree
Also called AI search tree. Defines the path a hostile NPC normally travels when they are not pursuing or engaged with another character. In Kaneva Game Studio, search trees are defined in the Missions > AI command panel.
secondary animation
secondary overridable
server key
shader
shadow
skeleton
skinning
In computer modeling, skinning is a process for wrapping a model or a series of model meshes around a skeleton. Associating the skeleton with the mesh vertices (this process is called weighting) means that moving the skeleton will move the model correspondingly.
soundtrack
In Kaneva Game Studio, a type of waveform sound (WAV file) that can be used for background music or sounds. Soundtracks are defined in the Objects > Music command panel.
spawn points
The location in a game where actors may enter a zone. From the point of view of a player, a spawn point is a place where other players, AIs, or NPCs appear.
specular, specularity
A characteristic of objects to reflect a degree of light, like a mirror.
More definitions: Google:specular , Dictionary:specular
spine bone
In computer-based character animation, a spine bone is a set of polygons used as part of a hierarchical procedural animation for an actor's mesh. Other types are pelvis bone, look bone, and item bone.
static
In general, indicates any structure that does not move on its own or is not animated.
static mesh
A collection of polygons that share vertices and edges and make up the surface or shape of a graphics object. A static mesh does not possess the capability of moving and appears as an inanimate object. In Kaneva Game Studio, static meshes are one kind of Zone Object (the other is a reference mesh) and reside in the Zone > Zone Objects > Visuals In Group list.
stats
In Kaneva Game Studio, stats refer to the overall attributes a character can accumulate, in terms of points. Some examples of common stats are intelligence, strength, and dexterity. In Kaneva Game Studio, Stats are defined from the Games > Stats command panel, and they are heavily used in defining Skills (Games > Skills command panel).
statistics
store
storm system
A subsystem of the Kaneva Game Studio Zone > Environment command panel that automatically creates lightning, thunder, and other storm effects.
strobing
sun light
symbol map (fonts)

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targeting
In gaming design and operation, the ability to designate a location or object
texture
texture database
A collection of the texture bitmaps used throughout the Kaneva Game Studio game in design. The texture database provides texture data to a game in play, so that the game player sees accurate texture designs. Updating the texture database is one of the last essential tasks during design and deployment, otherwise the game in play may display uninitialized textures, such as the 'dark world?' effect.
texture pass
A series of graphics processes applied to a visual item's appearance. In Kaneva Game Studio, texture passes are defined from the Material Modification dialog.
TGA file
The TARGA (TGA) format is a commonly used graphic file format that is easily read and written. TGA files are uncompressed and can accommodate 8, 15, 16, 24, and 32 bit depths.
third person
In gaming, a view of a character from a point of reference outside of the character's body. Typically, the third person view 'watches' the back side of the character, giving the game player more spatial detail of how objects and other characters are arranged the character.
three dimensional (3D)
A volumetric space possessing length, width, and depth. Three dimensions are represented by XYZ or UVW planes and coordinate systems. While many advanced games take place in 3D, it is common (and vastly less expensive) to display them on 2D devices, such as computer monitors or television displays.
time system
A structure for defining a nonspatial continuum in which events occur in succession: past, present, and future. Kaneva Game Studio provides time system customization from the Zone > Environment > Time/Storm System Properties.
translucent, translucency
The property of an object to allow the passage of diffused light, but not enough for a clear image of what's behind. Examples of translucent images include fog and sometimes water.
translucency blend
The ability to apply diffusion rendering properties to the material characteristics of an item or scene. For example, an item in Kaneva Game Studio can use the Material Modification > Materials dialog to select a translucency blend. For a comparison of translucency blend methods, see Translucency Blend examples.
TRC (trace)
The prefix portion of an actor in Kaneva Game Studio, usually followed by a number, such as TRC_2183. From the Objects > Actors command panel, it's sometimes necessary to select the base actor label to manipulate the actor's characteristics.
trigger
two dimensional (2D)
A flat (or planar) surface possessing length and width. Two dimensional surfaces are represented by XY or UV planes and coordinate systems.

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Uber
To be better, stronger or faster than everyone else.
Updater
UV
A two dimensional (2D) coordinate system that usually defines an object's surface or mesh characteristics. A UV plane typically refers to a flat texture that is projected onto a mesh of arbitrary shape, such as mountains and valleys or a spherical ball.
UVW
A three dimensional (3D) coordinate system that defines an object's local characteristics relative to XYZ world coordinates. Rarely, the UVW space refers to textures with depth, such as fur textures that are procedurally mapped (and not manually mapped) onto an object's surface.

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versioninfo.dat file
vertex (vertices)
vertex processing
The first stage of the graphics pipeline, computing the vertex transforms, per-vertex fog, per-vertex material attributes, and per-vertex lighting.
vertex shader
A legacy command panel in Kaneva Game Studio that can procedurally render the graphics in a simulation. The functions of the vertex shader have been subsumed in the FX Shader, available from the Objects > FX Shader command panel.
viewport
A region of a display device or software application that can display graphics. In Kaneva Game Studio, the game viewport (or gameport) presents a 3d view of the gameworld. The visuals in a viewport may also be described as the game "in scene", and actors or characters may be called runtimes.
volumetric lighting
Illumination that's visible in a three-dimensional space, instead of just being visible at the light source or target. Some examples are lightrays filtering through fog or smoke, arbitrarily lit volumes like a 'cylinder of light', and an intense lighthouse beam transiting through space.

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w-buffer
A rendering method to simulate the illusion of depth, sometimes referred to as the depth of pixels in a scene. Generally considered more realistic than a z-buffer, a w-buffer evenly distributes depth values over a 3D scene. This distribution can provide a greater range of depth, maintain the proper depth perspective for closer objects in the image, and may help avoid pixel/polygon popping. In computer graphics, the w-buffer is a type of depth buffer.
Water Area
In Kaneva Game Studio, a Water Area is a specific volume in a game that takes on the properties of water. Characters in Water Areas can swim, float, and exhibit other activities related to water. Water Areas are defined in the Objects > Water Areas command panel.
WAV (waveform audio) file
The Waveform Audio format contains uncompressed encoded sound waves popular with Microsoft Windows and older DOS systems. Kaneva Game Studio uses WAV files for short or simple sounds, since the uncompressed nature can lead to large file sizes.
weapon system
world channel
A common communication resource within a game for broadcasting and exchanging data to all players, characters, and objects currently associated with a specific world channel. A world channel can be defined in the Kaneva Game Studio Game > Spawn Point Configurations > Channel ID setting.
world coordinates
A fixed measurement in three dimensional space that defines length, width, and depth using X, Y, and Z axes. Other local coordinate systems, such as UV or UVW coordinates, can then be defined in relation to the XYZ coordinates to simplify placement, movement, rendering, and action.
wrap types

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XML (extensible markup) file
A file that contains information formatted in the eXtensible Markup Language, a method for the interchange of structured data. Kaneva Game Studio uses XML to store many kinds of data, including game startup scripts, zone startup scripts, and AI startup scripts. XML is a subset of ISO 8879, the Standard Generalized Markup Language (SGML). XML defines content in terms of the data being described, giving XML the ability to be processed as data by a program as well as displayed based on the data's context. XML is extensible because the markup symbols are unlimited and self-defining.

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yaw
The left-right movement of an object in three dimensions, similar to the function of a steering wheel in a car. Technically, yaw is the rotation of the object through its vertical axis. Pitch and roll are the other axes of rotation.

More definitions: Google:yaw

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z-buffer
An area of graphics memory that stores the actual depth of each pixel in a scene. The results are not as realistic as a w-buffer, and may lead to pixel or polygon popping in some applications. In computer graphics, a z-buffer is a type of depth buffer.
z-fighting
A usually unwanted graphic effect that occurs when two or more textures occupy the same area. Most rendering systems attempt to display the textures simultaneously, which typically results in flickering between the affected textures.
zone
A Kaneva zone defines a continuous map of an area of the gaming world. All Kaneva games require at least one zone. Larger games might possess multiple zones, which may be different combat venues, cities, or planets. Links (external portals) between zones are logical and not spatial, so they are not necessarily a true expansion of coordinate space.
zone object
A static mesh imported into Kaneva Game Studio and uniquely defines some types of scenery, such as the land, buildings, and stationary objects.
zone startup script
A file containing a set of instructions to perform when a user loads a zone into the Kaneva Game Studio. These instructions assist in loading databases and initializing settings. There are also similar scripts for games and AIs.

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2D
Two dimensions, or two dimensional. A flat (or planar) surface possessing length and width. Two dimensional surfaces are represented by XY or UV planes and coordinate systems.
3D
Three dimensions, or three dimensional. A volumetric space possessing length, width, and depth. Three dimensions are represented by XYZ or UVW planes and coordinate systems. While many advanced games take place in 3D, it is common (and vastly less expensive) to display them on 2D devices, such as computer monitors or television displays.
3ds max
A 3D animation, modeling and rendering application for creative professionals. 3ds max is developed by AutoDesk and has more information at http://www4.discreet.com/3dsmax/. Kaneva Game Studio supports exported objects from 3ds max versions 6 and 7.

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Related glossaries