155 lines
4.1 KiB
Markdown
155 lines
4.1 KiB
Markdown
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# Glossary - Dubai Metaverse
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## Terms and Definitions
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### A
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**Asset** - Any content file used in the project (models, textures, materials, blueprints, etc.)
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**Asset Pipeline** - The workflow for creating, importing, and managing assets in the project
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### B
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**Blueprint** - Unreal Engine's visual scripting system for creating gameplay logic without code
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**Blockout** - Initial graybox/placeholder geometry used to establish layout and scale before final assets
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### C
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**Chaos Physics** - Unreal Engine 5's physics system, used for vehicle simulation
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**Cinematic** - Pre-rendered or scripted sequences, typically for trailers or cutscenes
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**Cook** - Process of converting and optimizing content for a specific platform
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### D
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**DEM (Digital Elevation Model)** - Geospatial data representing terrain elevation
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**Derived Data Cache** - Cached processed versions of assets for faster loading
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### E
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**Editor** - Unreal Editor, the main development environment
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**EXR** - High dynamic range image format used for 8K cinematic output
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### F
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**FBX** - 3D model file format commonly used for importing assets
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### G
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**GIS (Geographic Information System)** - System for capturing and analyzing geospatial data
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**Git LFS (Large File Storage)** - Git extension for version controlling large files
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### H
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**HDA (Houdini Digital Asset)** - Procedural asset created in Houdini
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**Hero Asset** - High-detail, prominently featured asset (e.g., Cayan Tower)
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### L
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**LOD (Level of Detail)** - Multiple versions of an asset with different polygon counts for performance
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**Lumen** - Unreal Engine 5's global illumination system
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### M
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**Material** - Shader definition that controls how surfaces appear and react to light
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**MetaHuman** - Epic Games' high-fidelity digital human creation system
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**Movie Render Queue (MRQ)** - Unreal Engine's system for high-quality offline rendering
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### N
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**Nanite** - Unreal Engine 5's virtualized geometry system for high-poly meshes
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**NeRF (Neural Radiance Fields)** - AI technique for 3D scene reconstruction from images
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**NPC (Non-Player Character)** - Computer-controlled character in the world
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### O
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**OSM (OpenStreetMap)** - Open-source mapping data used for building footprints
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### P
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**PCG (Procedural Content Generation)** - Unreal Engine 5's system for procedurally placing content
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**Photogrammetry** - Technique for creating 3D models from photographs
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**Pixel Streaming** - Technology for streaming Unreal Engine applications to web browsers
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**PBR (Physically Based Rendering)** - Material workflow that simulates real-world light behavior
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### Q
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**Quixel Megascans** - Library of photorealistic 3D assets and textures
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### R
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**Rasterio** - Python library for reading and writing geospatial raster data
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### S
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**Shipping Build** - Optimized build configuration for final release
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**Spline** - Curved path used for roads, rivers, or other linear features
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### T
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**Template** - Pre-configured project or asset setup
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**Terrain** - Landscape/ground geometry
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**Texture** - Image applied to 3D models to define surface appearance
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### U
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**UAsset** - Unreal Engine's binary asset format
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**UMap** - Unreal Engine's level/map file format
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**UProject** - Unreal Engine project file
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### V
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**Virtual Shadow Maps** - Unreal Engine 5's high-quality shadow system
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**VR (Virtual Reality)** - Immersive 3D experience using VR headsets
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### W
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**World Partition** - Unreal Engine 5's system for streaming large worlds efficiently
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**WSL (Windows Subsystem for Linux)** - Compatibility layer for running Linux on Windows
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**WSLg** - Graphics support for WSL on Windows 11
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---
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## Acronyms
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- **UE5** - Unreal Engine 5
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- **UE5.4** - Unreal Engine version 5.4
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- **FPS** - Frames Per Second
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- **GI** - Global Illumination
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- **GPU** - Graphics Processing Unit
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- **VRAM** - Video Random Access Memory
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- **SSD** - Solid State Drive
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- **API** - Application Programming Interface
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- **JSON** - JavaScript Object Notation
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- **YAML** - YAML Ain't Markup Language
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- **CLI** - Command Line Interface
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- **GUI** - Graphical User Interface
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- **CI/CD** - Continuous Integration/Continuous Deployment
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---
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**Last Updated**: 2024
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