{"id":705,"date":"2026-03-24T14:52:48","date_gmt":"2026-03-24T13:52:48","guid":{"rendered":"https:\/\/shokoladny.io\/?p=705"},"modified":"2026-03-24T14:52:49","modified_gmt":"2026-03-24T13:52:49","slug":"glossaire-technique-programmation-jeu-video","status":"publish","type":"post","link":"https:\/\/shokoladny.io\/en\/2026\/03\/24\/glossaire-technique-programmation-jeu-video\/","title":{"rendered":"The Grand Glossary: Technical &amp; Programming"},"content":{"rendered":"<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">FPS, netcode, shader, pathfinding\u2026 This technical glossary breaks down the essential concepts that keep the games you love running.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><br><strong>Alpha (Alpha channel)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: smoke effects, magic effects, semi-transparent interfaces.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Anti-aliasing (AA)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: visible in all modern 3D games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>API (Application Programming Interface)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A programming interface that allows a game to communicate with hardware or other software. Graphics APIs handle display rendering. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: DirectX (Microsoft), Vulkan, Metal (Apple), OpenGL.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Asset<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">Any file used in a game: texture, 3D model, sound, animation, font. Asset management is a major production challenge. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a character's 3D model, a wall texture, a sound effect.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Baking<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A process that pre-calculates complex effects (shadows, lighting, ambient occlusion) and bakes them directly into textures to save resources at runtime. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: lightmapping in Unreal Engine, Unity.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Build (game version)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: alpha build, candidate build, final build.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Cache<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">Temporary memory that stores frequently used data to speed up access. Good cache management can significantly improve performance. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: texture cache, shader cache.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Collision (see also: Mechanic)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Compression<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A technique that reduces file sizes (textures, sounds, videos) to save disk space and memory. Can be lossy or lossless. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: DXT compression for textures, MP3\/OGG for audio.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Culling<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">An optimization technique that skips rendering objects not visible to the camera. Saves considerable resources. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: frustum culling, occlusion culling \u2014 present in all 3D engines.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Debug \/ Debugging<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The process of identifying and fixing bugs in code. Developers use specialized tools (debuggers) to analyze program behavior. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: built-in tools in Unreal Engine, Visual Studio.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>DLSS \/ FSR \/ XeSS<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">Intelligent upscaling technologies that reconstruct a high-resolution image from a lower-resolution render, using artificial intelligence. They improve performance without sacrificing visual quality. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: DLSS (Nvidia), FSR (AMD), XeSS (Intel).<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Draw Call<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a common issue in open world games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Engine \/ Game Engine<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: Unreal Engine (Epic), Unity, Godot, proprietary engines like REDengine (CD Projekt).<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>FPS (Frames Per Second)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the 30 vs 60 FPS debate on consoles, 144 Hz monitors on PC.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Framerate<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A synonym for FPS in a rendering context. A stable framerate is often preferable to a high but erratic one. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: performance vs quality mode in PS5\/Xbox Series games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Garbage Collection<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">An automatic mechanism that frees up memory occupied by objects no longer in use. Can cause micro-stutters if poorly managed. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a known issue in games developed with Unity.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>GPU (Graphics Processing Unit)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A graphics processor dedicated to calculating and displaying images. Distinct from the CPU, it specializes in the massively parallel computations required for 3D rendering. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: Nvidia GeForce, AMD Radeon graphics cards.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>HDR (High Dynamic Range)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A display technology offering a wider brightness range, with brighter whites and deeper blacks. Requires a compatible screen. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: supported in God of War, Horizon Zero Dawn, most modern AAA titles.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Hitbox (see also: Mechanic)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>AI (Artificial Intelligence)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The set of algorithms controlling the behavior of non-player characters. Can range from simple rules to complex learning systems. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: enemy AI in F.E.A.R., NPC behaviors in RDR2.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Input Lag<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a common issue on certain TVs in standard mode.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Lag<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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). <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: universal in online multiplayer games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Level of Detail (LOD)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: visible in all modern open world games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Memory Leak<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A bug where a program allocates memory without ever freeing it, leading to increasing consumption until a crash. Difficult to detect and fix. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a frequent cause of progressive slowdowns during long gaming sessions.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Physics Engine<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A system that simulates the laws of physics in a game: gravity, collisions, fluids, deformations. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: Havok (used in Skyrim, Halo), PhysX (Nvidia), Box2D for 2D.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Multithreading<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A technique that allows multiple tasks to run in parallel across different processor cores. Essential for making use of modern multi-core CPUs. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a major optimization in next-gen PS5\/Xbox Series X games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Netcode<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The body of code managing network communications in a multiplayer game. Good netcode compensates for lag and synchronizes game states across all players. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a hotly debated topic in the Street Fighter V and Guilty Gear Strive communities.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Ambient Occlusion<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A rendering technique that simulates shading in corners and areas with limited light exposure. Adds depth and realism. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: SSAO (Screen Space Ambient Occlusion) present in most modern games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Optimization<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: CD Projekt Red's post-launch work on Cyberpunk 2077.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Pathfinding<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">An algorithm that allows an AI-controlled character to navigate through an environment while avoiding obstacles. The A* algorithm is the most widely used. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: enemy movement in all action and strategy games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Render Pipeline<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The sequence of technical steps that transform 3D data into the final image displayed on screen: geometry, shading, lighting, post-processing. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the Universal Render Pipeline and High Definition Render Pipeline in Unity.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Pop-in<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The sudden appearance of objects, textures, or vegetation in the field of view, usually caused by poor LOD or streaming management. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a visible issue in open world games in general, recently criticized in Crimson Desert.<\/em>, <em>r\u00e9cemment critiqu\u00e9 sur Crimson Desert<\/em>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Profiling<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">An analysis of a game's performance to identify the most resource-intensive parts of the code. An essential optimization tool. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: profiling tools built into Unreal Engine and Unity.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Raycasting<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A technique that projects an invisible ray from a point to detect what it hits first. Used for shot detection, visibility checks, or interactions. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the technical foundation of early FPS games like Wolfenstein 3D and Doom.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Ray Tracing<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A rendering technique that simulates realistic light behavior: reflections, refractions, soft shadows. Very resource-intensive, it represents the future of real-time rendering. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: Cyberpunk 2077, Control, Microsoft Flight Simulator.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Resolution<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The number of pixels displayed on screen, expressed as width \u00d7 height. Common resolutions are 1080p (Full HD), 1440p (2K), and 2160p (4K). <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the resolution vs framerate debate on PS5\/Xbox Series X.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>SDK (Software Development Kit)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A set of tools provided by a manufacturer or platform for developing games on their system. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: PlayStation SDK, Nintendo Switch SDK, Steam SDK.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Shader<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the cel-shading style of Zelda: Breath of the Wild is achieved through specific shaders.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Data Streaming<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The continuous loading of data (textures, geometry, audio) from disk while the player is in-game, to avoid loading screens. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the PS5's ultra-fast SSD was designed specifically to improve this system in Ratchet &amp; Clank: Rift Apart.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Loading Time<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">The time required to load the data for a level or a game. Next-generation SSDs have drastically reduced these times. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the striking PS4 vs PS5 comparison in Spider-Man.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Texture<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: 4K textures in The Last of Us Part I PC, procedural textures in No Man's Sky.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Tick Rate<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: a central topic in the Counter-Strike and Valorant communities.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>V-Sync (Vertical Synchronization)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">A technology that synchronizes the game's framerate with the screen's refresh rate to eliminate \"tearing.\" Can introduce input lag. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: an option present in almost all PC and console games.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Vertex \/ Polygon<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">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. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the high-resolution character models in The Last of Us Part I.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>VFX (Visual Effects)<\/strong> <\/h5>\n\n\n\n<p class=\"wp-block-paragraph\">Graphical effects that add dynamism and atmosphere: explosions, magic, smoke, weather, particles. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Examples: the effects in Hades, the spells in Final Fantasy XVI.<\/em><\/p>","protected":false},"excerpt":{"rendered":"<p>Derri\u00e8re chaque jeu vid\u00e9o se cachent des technologies complexes, invisibles mais fondamentales. Moteur de jeu, FPS, netcode, shader, intelligence artificielle\u2026 Ce glossaire technique d\u00e9crypte les concepts de programmation et d&rsquo;ing\u00e9nierie qui font tourner les jeux vid\u00e9o, expliqu\u00e9s simplement pour les non-initi\u00e9s.<\/p>","protected":false},"author":277967621,"featured_media":711,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_crdt_document":"","_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[741],"tags":[787855469,787855486,787855478,787855489,787855488],"class_list":["post-705","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ressources","tag-game-design","tag-game-development","tag-glossaire","tag-programmation","tag-technique"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Le Grand Glossaire: Technique &amp; Programmation - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe<\/title>\n<meta name=\"description\" content=\"Technique et programmation jeu vid\u00e9o : glossaire complet. 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