HighLevelLanguageCode that isfarther fromhardware andeasier to readand port.LowLevelLanguageCode closerto hardwarewith moremanualcontrol.Event DrivenProgrammingCode that runsin response touser actions orgame events.GameLogicRules thatgovern scoring,damage,spawning, andinteractions.OperatorPrecedenceThe rule forwhichoperations runfirst,rememberedwith PEMDAS.OperatorSymbol thatperforms anaction like +,−, *, /, ==, or>=.RigidbodyComponentthat enablesbuilt in physicslike forces andgravity.PortingAdapting agame to runon a newplatform ordevice.C++Performancefocusedlanguageused heavilywith Unreal.ProgrammingTheinstructionsthat make allgame systemswork together.MidrangePCTargetPlanning for atypical GPUand 16 GBRAM ratherthan high endrigs.CompositeCollider2DCombinesmultiple 2Dshapes intoone for betterperformance.Debug.LogCommand thatprintsmessages tothe Unityconsole fortroubleshooting.C#Languageused formost Unityscripting.CapsuleColliderTall roundedcollider greatfor humancharacters.JavaScriptLanguagecommonly usedfor web gamesand interactivesites.GameEngineSoftware thatprovides toolsfor rendering,physics, input,audio, andscripting.ColliderShape usedfor collisiondetectionaround anobject.ConcatenationJoiningstringstogether, forexample"HP: " + hp.WebGLBrowser techthat runsGPUgraphics onthe web.UnityA populargame enginethat uses C#for scripting.PythonFriendlylanguageoften used forAI, tools, anddata tasks.MeshColliderCollider thatmatches amesh surface,accurate butheavier onperformance.VariableA namedcontainer forvalues likescore orplayerName.UnrealEngineA high endengine thatuses C++andBlueprints.DataTypeThe kind ofvalue a variablecan hold, suchas int, float,string, or bool.DeviceManagementHandling inputsand hardwaredifferences likecontrollers vskeyboard.RubeGoldbergMachineA complexchainreactionof events.CollisionDetectionThe processof findingwhen objectstouch oroverlap.HighLevelLanguageCode that isfarther fromhardware andeasier to readand port.LowLevelLanguageCode closerto hardwarewith moremanualcontrol.Event DrivenProgrammingCode that runsin response touser actions orgame events.GameLogicRules thatgovern scoring,damage,spawning, andinteractions.OperatorPrecedenceThe rule forwhichoperations runfirst,rememberedwith PEMDAS.OperatorSymbol thatperforms anaction like +,−, *, /, ==, or>=.RigidbodyComponentthat enablesbuilt in physicslike forces andgravity.PortingAdapting agame to runon a newplatform ordevice.C++Performancefocusedlanguageused heavilywith Unreal.ProgrammingTheinstructionsthat make allgame systemswork together.MidrangePCTargetPlanning for atypical GPUand 16 GBRAM ratherthan high endrigs.CompositeCollider2DCombinesmultiple 2Dshapes intoone for betterperformance.Debug.LogCommand thatprintsmessages tothe Unityconsole fortroubleshooting.C#Languageused formost Unityscripting.CapsuleColliderTall roundedcollider greatfor humancharacters.JavaScriptLanguagecommonly usedfor web gamesand interactivesites.GameEngineSoftware thatprovides toolsfor rendering,physics, input,audio, andscripting.ColliderShape usedfor collisiondetectionaround anobject.ConcatenationJoiningstringstogether, forexample"HP: " + hp.WebGLBrowser techthat runsGPUgraphics onthe web.UnityA populargame enginethat uses C#for scripting.PythonFriendlylanguageoften used forAI, tools, anddata tasks.MeshColliderCollider thatmatches amesh surface,accurate butheavier onperformance.VariableA namedcontainer forvalues likescore orplayerName.UnrealEngineA high endengine thatuses C++andBlueprints.DataTypeThe kind ofvalue a variablecan hold, suchas int, float,string, or bool.DeviceManagementHandling inputsand hardwaredifferences likecontrollers vskeyboard.RubeGoldbergMachineA complexchainreactionof events.CollisionDetectionThe processof findingwhen objectstouch oroverlap.

Game Design 1B Unit 7 Review - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Code that is farther from hardware and easier to read and port.
    High Level Language
  2. Code closer to hardware with more manual control.
    Low Level Language
  3. Code that runs in response to user actions or game events.
    Event Driven Programming
  4. Rules that govern scoring, damage, spawning, and interactions.
    Game Logic
  5. The rule for which operations run first, remembered with PEMDAS.
    Operator Precedence
  6. Symbol that performs an action like +, −, *, /, ==, or >=.
    Operator
  7. Component that enables built in physics like forces and gravity.
    Rigidbody
  8. Adapting a game to run on a new platform or device.
    Porting
  9. Performance focused language used heavily with Unreal.
    C++
  10. The instructions that make all game systems work together.
    Programming
  11. Planning for a typical GPU and 16 GB RAM rather than high end rigs.
    Midrange PC Target
  12. Combines multiple 2D shapes into one for better performance.
    Composite Collider 2D
  13. Command that prints messages to the Unity console for troubleshooting.
    Debug.Log
  14. Language used for most Unity scripting.
    C#
  15. Tall rounded collider great for human characters.
    Capsule Collider
  16. Language commonly used for web games and interactive sites.
    JavaScript
  17. Software that provides tools for rendering, physics, input, audio, and scripting.
    Game Engine
  18. Shape used for collision detection around an object.
    Collider
  19. Joining strings together, for example "HP: " + hp.
    Concatenation
  20. Browser tech that runs GPU graphics on the web.
    WebGL
  21. A popular game engine that uses C# for scripting.
    Unity
  22. Friendly language often used for AI, tools, and data tasks.
    Python
  23. Collider that matches a mesh surface, accurate but heavier on performance.
    Mesh Collider
  24. A named container for values like score or playerName.
    Variable
  25. A high end engine that uses C++ and Blueprints.
    Unreal Engine
  26. The kind of value a variable can hold, such as int, float, string, or bool.
    Data Type
  27. Handling inputs and hardware differences like controllers vs keyboard.
    Device Management
  28. A complex chain reaction of events.
    Rube Goldberg Machine
  29. The process of finding when objects touch or overlap.
    Collision Detection