Simulation of life in any given radius from the player will be calculated by a simplified formula
Online
Simulating life within any given radius of the player will be completely calculated
A-Life
Simulates the life of the game world as an independent ecosystem
Anim Point
Key positions in which the animation should be played
Finite State Machine
Common and convenient technique for programming the behavior of bots (NPCs) in computer games.
Goal Oriented Action Planning
AI design technique in which a chain of behaviors of agents (NPCs, abstract entities, "living" obstacles) is automatically selected in real time to satisfy a goal.
Motivation Graph
Decision-making method described in AI Game Programming Wisdom 2, which, according to the authors, is something between Decision Trees and Neural Networks.
Graph Point
Monsters and stalkers in offline move on graph points
Gulag
Gulags control a set of stalkers together by assigning them each tasks by task priority. For example a gulag could contain tasks for patrolling an area and sitting at a campfire. The priority of these tasks will mean that the first stalker "caught" by the gulag (that is, the first stalker to be given over to the gulag's control) will patrol the area with subsequent caught stalkers simply sitting at a fire. A stalker is "caught" by a gulag be entering the associated "Smart Terrain".
A system designed to control the behavior of NPCs when using cover.
Smart Terrain
Area which, when entered by a stalker, "captures" that stalker and assigns them tasks to perform. These tasks are allocated by the smart terrain's controlling Gulag.
Space Restrictor
An object that defines zones with special properties or restrictions in the game space.
Way Point
A predetermined point on the map that serves as a reference point for NPCs. Waypoints indicate their movement pattern or where they should go.
Info Portion
It is a piece of information that can be passed between characters, saved in quests, or used for AI decision making.
Luabind is a library that helps you create bindings between C++ and Lua. It has the ability to expose functions and classes, written in C++, to Lua. It will also supply the functionality to define classes in lua and let them derive from other lua classes or C++ classes. Lua classes can override virtual functions from their C++ base classes. It is written towards Lua 5.x, and does not work with Lua 4.
Needed for automatic creation of LOD at compilation stage
*_hud
*_hud is a model in front of the player in the hands of the character. Usually it is a model of a weapon, grenades, hands.
*_world
*_world is a model in-game world (NPC weapons, 3rd-person view). The difference from the *_hud model is that the *_world must have a collision to calculate the interaction with the game.
Progressive Meshes
One of the methods of dynamic level of detail. Only for Dynamic Objects.
Static Object
Static object
Detail Object
Static object (grass, rocks, debris and other landscape details) with high optimization to display a large number of small objects without significant performance loss.
Scene Object
An object in the SDK that represents a reference object that uses a model to visualize and interact with the environment.
Light Source Object
Light source
Sound Source Object
Sound source
Sound Environment Object
Glow Object
Glow object
Fog Volume Object
A object to simulate dynamic volumetric fog, smoke and other gaseous effects.
Sound Occluder Mesh
Geometry for calculating sound propagation.
Custom Data
Parameters (in *.ltx format) written directly into the object.
Joint type that completely restricts all transformations.
Cloth
Ball joint . Allows rotation in all directions, but without translation.
Joint
Universal joint. Automatically selects the optimal physical connection type based on constraint analysis (between Hinge and FullControl(partially constrained axes)).
Wheel
Hinge-2 joint. Allows rotation around the first axis (suspension axis) and rotation around the second axis (wheel axis).
Slider
Slider joint. Allows movement along one axis only.
Sector is part of Portal Rendering. An area or section of virtual space that contains objects and geometry for rendering. Sectors help organize the scene, allowing you to control visibility and performance, especially in large worlds.
Shader used by the Level Compiler. Specifies to the compiler the features of the final game level geometry. The source geometry, depending on the compiler shader, may have different features.
Engine Shader
Shader responsible for the visual appearance of the surface.