Technology and programming form the invisible backbone of every video game. Without a game engine, without rendering or network management, no gaming experience would be possible.
FPS, netcode, shader, pathfinding… This technical glossary breaks down the essential concepts that keep the games you love running.
Alpha (Alpha channel)
In computer graphics, refers to the transparency level of a pixel or texture. An alpha channel at 0 is fully transparent, at 255 fully opaque. Fundamental for visual effects and interfaces.
Examples: smoke effects, magic effects, semi-transparent interfaces.
Anti-aliasing (AA)
A technique that smooths the jagged edges of 3D objects for a more natural render. Several methods exist: MSAA, FXAA, TAA, DLSS. Has an impact on performance.
Examples: visible in all modern 3D games.
API (Application Programming Interface)
A programming interface that allows a game to communicate with hardware or other software. Graphics APIs handle display rendering.
Examples: DirectX (Microsoft), Vulkan, Metal (Apple), OpenGL.
Asset
Any file used in a game: texture, 3D model, sound, animation, font. Asset management is a major production challenge.
Examples: a character's 3D model, a wall texture, a sound effect.
Baking
A process that pre-calculates complex effects (shadows, lighting, ambient occlusion) and bakes them directly into textures to save resources at runtime.
Examples: lightmapping in Unreal Engine, Unity.
Build (game version)
A compiled, executable version of a game at a given stage of development. Distinct from a character "build." A build can be internal, for testing, or a release candidate.
Examples: alpha build, candidate build, final build.
Cache
Temporary memory that stores frequently used data to speed up access. Good cache management can significantly improve performance.
Examples: texture cache, shader cache.
Collision (see also: Mechanic)
At a technical level, collision detection is a continuous mathematical calculation that checks whether two objects overlap in 3D space. Very resource-intensive if poorly optimized.
Compression
A technique that reduces file sizes (textures, sounds, videos) to save disk space and memory. Can be lossy or lossless.
Examples: DXT compression for textures, MP3/OGG for audio.
Culling
An optimization technique that skips rendering objects not visible to the camera. Saves considerable resources.
Examples: frustum culling, occlusion culling — present in all 3D engines.
Debug / Debugging
The process of identifying and fixing bugs in code. Developers use specialized tools (debuggers) to analyze program behavior.
Examples: built-in tools in Unreal Engine, Visual Studio.
DLSS / FSR / XeSS
Intelligent upscaling technologies that reconstruct a high-resolution image from a lower-resolution render, using artificial intelligence. They improve performance without sacrificing visual quality.
Examples: DLSS (Nvidia), FSR (AMD), XeSS (Intel).
Draw Call
An instruction sent from the CPU to the GPU to draw an object on screen. Too many draw calls slow down performance. Optimizing draw calls is a major challenge.
Examples: a common issue in open world games.
Engine / Game Engine
Software providing the core tools and systems for creating a game: graphics rendering, physics, audio, input management, networking. The choice of engine partly determines creative and technical possibilities.
Examples: Unreal Engine (Epic), Unity, Godot, proprietary engines like REDengine (CD Projekt).
FPS (Frames Per Second)
The number of images displayed per second. 30 FPS is considered the acceptable minimum, 60 FPS as smooth, 120+ FPS for demanding players. An unstable FPS causes stuttering.
Examples: the 30 vs 60 FPS debate on consoles, 144 Hz monitors on PC.
Framerate
A synonym for FPS in a rendering context. A stable framerate is often preferable to a high but erratic one.
Examples: performance vs quality mode in PS5/Xbox Series games.
Garbage Collection
An automatic mechanism that frees up memory occupied by objects no longer in use. Can cause micro-stutters if poorly managed.
Examples: a known issue in games developed with Unity.
GPU (Graphics Processing Unit)
A graphics processor dedicated to calculating and displaying images. Distinct from the CPU, it specializes in the massively parallel computations required for 3D rendering.
Examples: Nvidia GeForce, AMD Radeon graphics cards.
HDR (High Dynamic Range)
A display technology offering a wider brightness range, with brighter whites and deeper blacks. Requires a compatible screen.
Examples: supported in God of War, Horizon Zero Dawn, most modern AAA titles.
Hitbox (see also: Mechanic)
At a technical level, a hitbox is a simplified geometric shape (often a rectangle or capsule) attached to an object to detect collisions without using the full 3D model, which is far more expensive to compute.
AI (Artificial Intelligence)
The set of algorithms controlling the behavior of non-player characters. Can range from simple rules to complex learning systems.
Examples: enemy AI in F.E.A.R., NPC behaviors in RDR2.
Input Lag
The delay between a player's input (pressing a button) and its response on screen. High input lag makes reflex-based games unplayable. Depends on the game, the display, and the hardware.
Examples: a common issue on certain TVs in standard mode.
Lag
The communication delay between a player's client and the server in an online game. Manifests as teleporting, ignored actions, or desync. Measured in milliseconds (ping).
Examples: universal in online multiplayer games.
Level of Detail (LOD)
A technique that reduces the complexity of 3D models as they move further from the camera. Saves graphical resources with no perceptible visual impact at a distance.
Examples: visible in all modern open world games.
Memory Leak
A bug where a program allocates memory without ever freeing it, leading to increasing consumption until a crash. Difficult to detect and fix.
Examples: a frequent cause of progressive slowdowns during long gaming sessions.
Physics Engine
A system that simulates the laws of physics in a game: gravity, collisions, fluids, deformations.
Examples: Havok (used in Skyrim, Halo), PhysX (Nvidia), Box2D for 2D.
Multithreading
A technique that allows multiple tasks to run in parallel across different processor cores. Essential for making use of modern multi-core CPUs.
Examples: a major optimization in next-gen PS5/Xbox Series X games.
Netcode
The body of code managing network communications in a multiplayer game. Good netcode compensates for lag and synchronizes game states across all players.
Examples: a hotly debated topic in the Street Fighter V and Guilty Gear Strive communities.
Ambient Occlusion
A rendering technique that simulates shading in corners and areas with limited light exposure. Adds depth and realism.
Examples: SSAO (Screen Space Ambient Occlusion) present in most modern games.
Optimization
The process of improving a game's performance: reducing CPU/GPU usage, cutting load times, stabilizing the framerate. Poor optimization can ruin an otherwise technically impressive game.
Examples: CD Projekt Red's post-launch work on Cyberpunk 2077.
Pathfinding
An algorithm that allows an AI-controlled character to navigate through an environment while avoiding obstacles. The A* algorithm is the most widely used.
Examples: enemy movement in all action and strategy games.
Render Pipeline
The sequence of technical steps that transform 3D data into the final image displayed on screen: geometry, shading, lighting, post-processing.
Examples: the Universal Render Pipeline and High Definition Render Pipeline in Unity.
Pop-in
The sudden appearance of objects, textures, or vegetation in the field of view, usually caused by poor LOD or streaming management.
Examples: a visible issue in open world games in general, recently criticized in Crimson Desert., récemment critiqué sur Crimson Desert.
Profiling
An analysis of a game's performance to identify the most resource-intensive parts of the code. An essential optimization tool.
Examples: profiling tools built into Unreal Engine and Unity.
Raycasting
A technique that projects an invisible ray from a point to detect what it hits first. Used for shot detection, visibility checks, or interactions.
Examples: the technical foundation of early FPS games like Wolfenstein 3D and Doom.
Ray Tracing
A rendering technique that simulates realistic light behavior: reflections, refractions, soft shadows. Very resource-intensive, it represents the future of real-time rendering.
Examples: Cyberpunk 2077, Control, Microsoft Flight Simulator.
Resolution
The number of pixels displayed on screen, expressed as width × height. Common resolutions are 1080p (Full HD), 1440p (2K), and 2160p (4K).
Examples: the resolution vs framerate debate on PS5/Xbox Series X.
SDK (Software Development Kit)
A set of tools provided by a manufacturer or platform for developing games on their system.
Examples: PlayStation SDK, Nintendo Switch SDK, Steam SDK.
Shader
A program executed on the GPU that determines the visual appearance of a surface: color, shininess, transparency, distortion. Shaders largely define a game's graphical style.
Examples: the cel-shading style of Zelda: Breath of the Wild is achieved through specific shaders.
Data Streaming
The continuous loading of data (textures, geometry, audio) from disk while the player is in-game, to avoid loading screens.
Examples: the PS5's ultra-fast SSD was designed specifically to improve this system in Ratchet & Clank: Rift Apart.
Loading Time
The time required to load the data for a level or a game. Next-generation SSDs have drastically reduced these times.
Examples: the striking PS4 vs PS5 comparison in Spider-Man.
Texture
A 2D image applied to a 3D model to give it its visual appearance: color, material, detail. Texture resolution and quality have a strong impact on realism.
Examples: 4K textures in The Last of Us Part I PC, procedural textures in No Man's Sky.
Tick Rate
The frequency at which a game server updates the state of the match and communicates with clients. A higher tick rate improves the precision of online play.
Examples: a central topic in the Counter-Strike and Valorant communities.
V-Sync (Vertical Synchronization)
A technology that synchronizes the game's framerate with the screen's refresh rate to eliminate "tearing." Can introduce input lag.
Examples: an option present in almost all PC and console games.
Vertex / Polygon
A vertex is a point in 3D space. A polygon is formed by several connected vertices. 3D models are made up of thousands to millions of polygons.
Examples: the high-resolution character models in The Last of Us Part I.
VFX (Visual Effects)
Graphical effects that add dynamism and atmosphere: explosions, magic, smoke, weather, particles.
Examples: the effects in Hades, the spells in Final Fantasy XVI.

Leave a Reply