C
C

A C source code file.

C++

A programming language derived from C, based on Object Oriented Programming (OOP) using classes. The programming model for OOP focuses on the data being used instead of procedures.

Cable Modem

An internet service which transmits data through a thick cable to the consumer; naturally, this means that a lot of data can be transmitted quickly. Though the technology itself has no self-imposed limits -- other than the maximum speed possible for transmission -- cable companies often place maximum speeds on the internet connections, since people generally don't need much upload speed. This is in the best interest of the consumer, because it allows everyone to have fair access to the total amount of speed available to the company.
See Also: Modem

Cache / Caching

A cache is a relatively small location to store frequently needed items. In the context of OSes, a disk cache is a place in main memory where commonly accessed disk blocks are stored. There are two aspects of disk cache that help improve performance: read caching and write caching. When a program attempts to read a block from disk, the OS first checks the cache; if the block is in the cache, the OS returns that block instead of reading from disk. When a program attempts to write a block to disk, the OS first puts it into the cache; the write can be combined with other writes to the same block, and only later (when the disk is idle) does the OS write the block to disk. In the context of processors, a cache is a place on the CPU (level 1 cache) or near the CPU (level 2 cache) that parts of memory. When the CPU requests that memory be transferred into a register, it checks the cache first. When the CPU writes registers to memory, it writes first to the cache. Applications (including games) can have their own caching to keep frequently needed data in memory or on disk to avoid going to disk or network.

Cache Memory

Cache Memory

The term cache refers to a fast intermediate memory within a larger memory system (Handy, 1993). Cache memory, utilized on machines such as the IBM System/360 Model 91 as early as 1968, was created to address the von Neumann bottleneck. Despite the efforts of engineers, early computer processors processed information much faster than they could access information from main memory. The low ratio of processor speed to memory access time in this case was so common on von Neumann machines that it became known as the von Neumann bottleneck (Baker, 1994). The introduction of cache memory, a special form of random access memory (RAM), helps to eliminate this bottleneck by providing one-cycle memory access to the processor (Hayes, 1998).

Cache memory serves as a buffer between a CPU and main memory (Hayes, 1998). Data and instructions located inside cache memory may be accessed significantly faster than data and instructions in main memory. Typically, the larger the cache, the faster the computer runs as a whole (Corporate Technology Direct, 1996).

Data words are stored within the cache data memory portion in small groups called cache blocks. Each cache block is additionally marked by a blok address, called a tag. The collection of tag addresses are stored within the cache tag memory.

One common type of cache memory organization is called the "look-aside" cache, as shown in Figure 2. A look-aside cache allows both the cache and main memory to be directly connected to the system bus. In this design, the CPU firsts requests a block of memory from the cache. The cache (M1) then compares the incoming address to the tag addresses that currently exist in cache tag memory. If a match is found, a cache hit occurs. The CPU then accesses this memory directly, thus eliminating any involvement of M2. If a match is not found, a cache miss occurs. In the event of a cache miss, a block of memory in the cache is replaced with the desired block of memory which exists in main memory (M2). The process of replacing a block in cache memory with a block in main memory is done by first sending a request to main memory, which in turn transfers memory over the system bus. The transfer of memory from the cache to the CPU is much faster than the transfer of memory from main memory to the cache, which makes cache memory a good technique for speeding up data processing (Hayes, 1998).

Bibliography :

Baker, H.G. (1994, March). Linear logic and permutation stacks--the forth shall

be first. ACM sigarch computer archive, pp. 34-43.

Bruce, K.B. (1998). CS334 lecture 2 [lecture notes]. Williams College.

Corporate Technology Direct (1996). What is cache memory' Retrieved March 25, 1999 from the

World Wide Web: http://www.corporatetech.com/memory/cache_memory.html

Handy, J. (1993). The cache memory book. pp. 54-56.

Hayes, J.P. (1998). Computer architecture and organization. pp. 452-454.

Slater, M. (1997, August). AMD's K6 kicker. Computer shopper, pp. 562-563, 566

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Camper

A term used to define someone who acts as a sniper in a First Person Shooter. Usually used derogatively.

Capture The Flag

A multiplayer game with teams where the objective is to capture the other teams flag and bring it back to your own teams base while protecting your own flag.

Carmack, John

John Carmack is lead programmer and co-owner of id software. He's known to be one of the top game programmers in the world. He develops core technologies for all id titles such as Wolfenstein 3d, Doom, Quake etc.

Carmack's Reverse

Refers to a modification to Heidmann's original stenciled shadow volumes technique generally attributed to John Carmack, although others came up with the same modification at about the same time. Rather than incrementing and decrementing for the front and back faces (respectively) when the depth test passes, the method increments for back faces and decrements for front faces when the depth test fails. This prevents shadow volumes from being clipped by the near plan, but introduces the problem of them being clipped by the far plane.

You can find out more about the algorithm here.

Carrier

The signal that is modulated by the modulator or program wave.

Cartesian Coordinate System

The standard coordinate system. With three dimensions, there are three scalars, x, y, and z used to represent a point at a given distance from a reference point, the origin.

CD

Compact Disc. The current default media for distributing software to end users.

CD-R

A device used to WRITE Compact Discs. This is also known as the "CD - BURNER," because it burns data onto the CD with a laser. CD-Rs cannot write data to CDs on which data have already been written.
See Also:CD, CD-RW

CD-RW

A device that can READ and WRITE data to CDs. With this device, data can be "Fixed" (replaced) on CDs to which data had once been burned. The CR-RW can only fix CDs that are REWRITABLE.
See Also:CD, CD-R

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CDX

A DirectX 2D, 3D and sound wrapper with some very simple game basics such as tile/map support for 2D and sprite movement. (WWW)

Cel Shading

A technique which causes rendered objects to look as though they are hand-drawn, cartoon images.

CG

nVidia's (relatively) simple shader language. It's currently one of the most commonly used shader languages, and it supports OpenGL and Direct3D even on non-nVidia cards. Toolkit and information can be found at www.developer.nvidia.com

CGA

CGA - Color Graphics Array IBM defined graphic card. Created to provide color graphic (4 colored modes 320x200, 'hacked' 16 colored mode 160x100).

Channel

Commonly used to describe a color component that makes up an image. A 24-bit image can have red, green, and blue channels. 32-bit images have room for a fourth channel, commonly known as an alpha channel.

Channel

With MIDI, there are 16 channels over which data can be transmitted. With mixers, a channel is an input.

Cheats

Codes or tricks that are programmed into a game, which give the player special abilities; like invulnerability or extra weapons. Cheats are often programmed into games to facilitate easy testing, and left in to add depth. Many magazines print game cheats that they have discovered. Today many cheat websites now store thousands of cheats for games across multiple game platforms.

Chorus

A method of adding depth to a sound, by rotating part of the sound in one channel out of phase with the other.

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Chrono Trigger

Chrono Trigger is a game made by Squaresoft (makers of the Final Fantasy series.) The original Chrono Trigger was realeased on the Super Nintendo Entertainment System (SNES), and on the Playstation in the Final Fantasy Chronicles game.

The story of Chrono Trigger deals with a character named Chrono who gets transported through time when one friend's expirement conflicts with another new friend's pendant.

A sequel, called Chrono Cross, was released for the Playstation.

Cinematic

Having qualities of the cinema. Often used to mean dramatic in the sense of being sensational or thrilling.

Civilization

One of the leading turn-based games ever developed. Originally based on a board game by Avalon Hill, and put to the computer by design god Sid Meier. The franchise contains Civilization (one by MicroProse and one by Avalon Hill), CivNet (A multiplayer version of Civilization), Civilization II (MPS), Civ: Call to Power (Activision), and various expansions to Civilization 2 (Multiplayer Gold, Fantastic Worlds, Test of Time). Alpha Centauri is often considered to be a Sci-Fi sequel. Civilization III has been announced to be in development.

Clean

A signal without any effects.

Clear Reduction

An optimization of Z-buffering that buffers 1/Z values rather than Z values. Traditionally, Z-buffers are cleared each frame, but clear reduction makes it so they must only be cleared far less frequently.

Client / Server

An architecture in which there is a main source of information, the server, and it is accesed when the information is needed by the clients.

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Clipping

Clipping occurs when a device is transmitting more signal than it was designed to handle. The distinct sound of audio clipping is created by the waveforms getting "chopped off" before they (the waveforms) reach the peaks of their excursion. Creating, esentially, a square-wave. The higher the amplitude, the closer the waveform resembles a square-wave, and thus, the more noticable the sound becomes. Clipping is found useful in some cases ie: overdriven guitar effects.

Clipping Pane

The Clipping Pane is a barrier to determine the loading and display points of 3d models and textures. The farther away the clipping pane from the main object, the further you can "see", but comes at a heavy performance cost.

Clipping Plane

The Clipping Plane is a barrier to determine the loading and display points of 3d models and textures. The farther away the clipping pane from the main object, the further you can "see", but comes at a heavy performance cost.

Clone

(1) Games designed or made with special features similar from other local video games. (2) Games that are made to look similar to other popular video games in appearance, gameplay, and so on, but have different titles. EX: There are a few Tetris-like puzzle games displayed out in small computer stores.

CLUT

Color Look Up Table. An index of colors, for instance to hold 256 different colors in a single byte and look up a color using 3 bytes.

CMS

Content Management System: A backend portal system which assists in the management (creation, deletion and modification) of content on web pages. Some examples are PHPNuke or GeekLog.

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CoDec

Short for Compressor/Decompressor. The name used for libraries that will compress and uncompress data in various kinds of ways, such as video and audio.

Collision Detection

A process of determining if two objects have collided by testing their bounds or a spatial overlap.

Collision Detection

Collision detection is a means of determining whether two objects have come into contact with one another. In games, this is necessary in order to make decisions. For example, in a Fighting game, it is important to know whether a character's punch has hit or missed an opponent.

If the two objects intersect, meaning that they are in the same place at the same time, they are assumed to have made contact. In the Fighting game, if one character's fist and the other character's face are in the same place at the same time, someone has a bloody nose!

Collisions

See Collision Detection.

Color bleeding

The idea of colors blending or "bleeding" into their surroundings, creating a smooth and realistic effect.

Color Cycling

Normally used with Indexed Color, this is a method of changing the index information for an image so that the colors change in a way that makes it appear to animate or cycle colors.

Color Depth

Refers to the amount of memory used to represent a single pixel, and is most commonly measured in bits. Common values are 8-bit, 16-bit, 24-bit, and 32-bit. More bits means a wider range of colors.

Color Key

A value indicating the color to be used for transparent or translucent effects. For example, when using a hardware blitter, all the pixels of a rectangular area are blitted, except the value that was set as the color key; this creates nonrectangular sprites on a surface.

Combo

In a fighting game, a "combo" is a combination of moves executed in rapid sequence, often following so closely together that the opponent has no time to respond. Combos can do more damage to the other character than the sum of the damage inflicted by the individual moves. Some moves are only available during or after combos.

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Command & Conquer

The game that brought the Real-Time Strategy genre to the masses and one of the first major hits to include network play. The Command & Conquer franchise has had a series of hits afterwards such as Covert Ops, Red Alert and Tiberian Sun(WWW)

Compiler

A program that translates a computer language into object code which can then be assembled into machine language. This is necessary for programming in all high level languages (like C/C++ and Pascal) which are not interpreted (like BASIC).

Complete Binary Tree

A binary tree in which all leaf nodes are at level n or n-1, and all leaves at level n are towards the left.

Compression

Reduction of the signal's dynamic range; makes quiet sounds louder, and louds sounds quieter. Often used to smooth the sound of an instrument and to increase sustain.

Computer

Electronic machine, operating under the control of instructions stored in its own memory, that can accept data, manipulate the data according to specified rules, produce results, and store the results for furture use.

Computer Game

A simulation created using a relational database and all the client (and, optionally, server-side) software required to interact with it, with the traditional business rules layer replaced by a gameplay rules layer. The database's media content, user interface and gameplay rules are usually specified and defined by a 'game designer'. The database and rules engine programming is created by one or more 'game programmers'. The graphical content of the database is usually created by one or more 'artists'. The audio content is similarly created by one or more musicians and/or audio technicians.

Computer Gaming World

A magazine that provides previews/reviews of the latest games each month.

Console

Systems designed specifically for playing video games. Currently consoles would include the Sony Playstation, Nintendo N64 and Sega Dreamcast.

Continue

In arcades, when a game is over, one is often presented with the opportunity to continue where one died (instead of starting over at the beginning of the game) by inserting another quarter or token. Most home games also have the continue option, but have a limit of some set number of continues to prevent one from finishing the game the first time it is played.

Control Voltage

A method of controlling analog synthesizers -- used for pitch control (with VCOs), loudness control (VCAs), etc.

Coordinate system

(see also: Matrix) An orthogonal grid in which elements are placed. For displays, each point in the coord system is a pixel. Note: On a computer monitor, x-coords increase from left to right, but y-coords indrease from top to bottom (contrary to traditional math).

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Corona

The artifacts that appear around a bright light source. Often in circular or star like shapes.

Counter Strike

A mod to the popular Half Life engine, Counter Strike is with out a doubt the most popular team based FPS (first person shooter). Counter Strike was even cited by ABC News in 2004 as a contributer to the decline in TV viewers in the male 18 to 34 age bracket. Counter Strike blends the quick paced action of a FPS with a team play element that is unmatched.

CPP

A C++ source code file.
See Also:C++

CPU

The Central Processing Unit of a computer, also called the computer's "processor." The CPU acts as the computer's brain by performing important calculations and executing the commands found in a program.

Crammond, Geoff

Creator of the legendary games F-1 World Grand Prix, Grand Prix 2, and soon to be released, Grand Prix 3. He was the first person to realistically simulate tracks, AI, and the feel of a race car on the PC.

Crawford, Chris

A pioneer in the games industry who left to pursue developing an Interactive Fiction 'engine' for creating story worlds. (WWW)

Book: The Art of Computer Game Design. 1982

Critical Path

The necessary route from start to finish in a game. Everything that must be done to complete a game is considered to be within the ¡°critical path¡±. This holds especially true in linear games, where a player is forced to proceed along a specified path. Often the critical path is shown to the player with ¡°primary objectives¡± or ¡°main goals¡± of a level or the game as a whole. Other, smaller objectives or secondary goals that are not required to finish the game are considered ¡°non-critical path¡±.

Crossover-Cable

A cable specifically used in network situations involving only two computers. By using a crossover-cable there is no need of a network hub, saving you money. Often used in home situations and direct comunication between two network servers. There are two variants: -One using your COM/PARALEL ports. (not recomended: slow) -And one using your Network Interface Card. Check your local suplier for details, a good suplier always has a couple of crossover's on stock.

Cross-Product

Cross Product (Vector Product)

The cross product is a little more tricky. The cross product between two vectors yields a third vector which is perpendicular to the first two.

For vectors A, B, and a resultant C :

A X B = C

Or in component form :

( A.x , A.y , A.z ) X ( B.x , B.y , B.z ) = ( A.y * B.z - A.z * B.y , A.z * B.x - A.x * B.z , A.x * B.y - A.y * B.x)

This is commonly utilized to compute something known as a surface normal. As by the cross product formula, a normal is simply a vector that is perpendicular to some plane. In graphics, this plane is usually a polygon of some type.

Please note that A X B <> B X A . Ordering is very important in cross products. What actually happens is that B X A will yield a vector which points in the opposite direction of A X B.

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Crosstalk

Electromagnetic interference, usually a near by cable or electronic device, affecting a signal being transmited over a medium network cable. In cases where closely bound cables/devices is unavoidable, shielded cabling is used.

CRT

Cathode Ray Tube. A raster display consisting of an electron gun (Cathode) that fires charged particles (electrons) at a thin film of phosphorus, thus exciting the phosphor and causing it to emit light.

crunch mode

The last phase of development when people work day and night to complete the project on time.

C-Script

Formally "WDL". C-style programming langauge used in Conitec's game developing kit "3D GameStudio", available at http://www.3dgamestudio.com

Cube Mapping

An alternative to sphere mapping used in environment mapping, cube mapping gets a 'screenshot' looking in 6 different directions and arranges them in a rolled out cube. When applied, the object appears to reflect the environment around it. A 'cheap' alternative to raytracing reflections, cube mapping is fast enough for realtime.

Cut Vertex

A vertex whose deletion along with incident edges breaks up the remaining graph into two or more disconnected pieces.

Cutscene

A screen which is removed from the gameplay to segue between different situations, such as levels or different kinds of interfaces.

Cut-Sequence

An animation that segues between different components of a game, such as providing information or entertainment between levels or missions.

CVS

Concurrent Versioning System: A system for managing simultaneous development of files. It is in common use in large programming projects, and is also useful to system administrators, technical writers, and anyone who needs to manage files. More info at http://www.cvshome.org/

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