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

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