Definitions of knowledgeDefinitions of knowledge try to determine the essential features of knowledge. Closely related terms are conception of knowledge, theory of knowledge, and analysis of knowledge. Some general features of knowledge are widely accepted among philosophers, for example, that it constitutes a cognitive success or an epistemic contact with reality and that propositional knowledge involves true belief. Most definitions of knowledge in analytic philosophy focus on propositional knowledge or knowledge-that, as in knowing that Dave is at home, in contrast to knowledge-how (know-how) expressing practical competence.
Declarative knowledgeDeclarative knowledge is an awareness of facts that can be expressed using declarative sentences, like knowing that Princess Diana died in 1997. It is also called theoretical knowledge, descriptive knowledge, propositional knowledge, and knowledge-that. It is not restricted to one specific use or purpose and can be stored in books or on computers. Epistemology is the main discipline studying declarative knowledge. Among other things, it studies the essential components of declarative knowledge.
Glossary of computer graphicsThis is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms.
Moteur de jeuvignette|Diagramme montrant les nombreux composants systèmes avec lesquels un moteur de jeu est amené à interfacer sur Linux. Un moteur de jeu est un ensemble de composants logiciels qui effectuent des calculs de géométrie et de physique utilisés dans les jeux vidéo. L'ensemble forme un simulateur en temps réel souple qui reproduit les caractéristiques des mondes imaginaires dans lesquels se déroulent les jeux. Le but visé par un moteur de jeu est de permettre à une équipe de développement de se concentrer sur le contenu et le déroulement du jeu plutôt que la résolution de problèmes informatiques.
Build (moteur de jeu)The Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms. Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects. The Build Engine is generally considered to be a 2.5D engine, as the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height.
Wolfenstein 3DWolfenstein 3D est un jeu vidéo de tir à la première personne développé par id Software et publié par Apogee Software le sur MS-DOS. Il s'inspire des jeux Castle Wolfenstein et Beyond Castle Wolfenstein développés par Muse Software dans les années 1980. Le joueur y incarne l'espion B. J. Blazkowicz qui tente de s'échapper d'un château nazi, dans lequel il est emprisonné, pendant la Seconde Guerre mondiale. Pour cela, il doit explorer plusieurs niveaux, combattre des ennemis et trouver un ascenseur afin d'accéder au niveau suivant.
Entity component systemEntity component system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on entities' components. ECS follows the principle of composition over inheritance, meaning that every entity is defined not by a type hierarchy, but by the components that are associated with it. Systems act globally over all entities which have the required components.