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

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