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metaverseDubai/docs/GLOSSARY.md
2026-07-07 03:43:19 -07:00

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Glossary - Dubai Metaverse

Terms and Definitions

A

Asset - Any content file used in the project (models, textures, materials, blueprints, etc.)

Asset Pipeline - The workflow for creating, importing, and managing assets in the project

B

Blueprint - Unreal Engine's visual scripting system for creating gameplay logic without code

Blockout - Initial graybox/placeholder geometry used to establish layout and scale before final assets

C

Chaos Physics - Unreal Engine 5's physics system, used for vehicle simulation

Cinematic - Pre-rendered or scripted sequences, typically for trailers or cutscenes

Cook - Process of converting and optimizing content for a specific platform

D

DEM (Digital Elevation Model) - Geospatial data representing terrain elevation

Derived Data Cache - Cached processed versions of assets for faster loading

E

Editor - Unreal Editor, the main development environment

EXR - High dynamic range image format used for 8K cinematic output

F

FBX - 3D model file format commonly used for importing assets

G

GIS (Geographic Information System) - System for capturing and analyzing geospatial data

Git LFS (Large File Storage) - Git extension for version controlling large files

H

HDA (Houdini Digital Asset) - Procedural asset created in Houdini

Hero Asset - High-detail, prominently featured asset (e.g., Cayan Tower)

L

LOD (Level of Detail) - Multiple versions of an asset with different polygon counts for performance

Lumen - Unreal Engine 5's global illumination system

M

Material - Shader definition that controls how surfaces appear and react to light

MetaHuman - Epic Games' high-fidelity digital human creation system

Movie Render Queue (MRQ) - Unreal Engine's system for high-quality offline rendering

N

Nanite - Unreal Engine 5's virtualized geometry system for high-poly meshes

NeRF (Neural Radiance Fields) - AI technique for 3D scene reconstruction from images

NPC (Non-Player Character) - Computer-controlled character in the world

O

OSM (OpenStreetMap) - Open-source mapping data used for building footprints

P

PCG (Procedural Content Generation) - Unreal Engine 5's system for procedurally placing content

Photogrammetry - Technique for creating 3D models from photographs

Pixel Streaming - Technology for streaming Unreal Engine applications to web browsers

PBR (Physically Based Rendering) - Material workflow that simulates real-world light behavior

Q

Quixel Megascans - Library of photorealistic 3D assets and textures

R

Rasterio - Python library for reading and writing geospatial raster data

S

Shipping Build - Optimized build configuration for final release

Spline - Curved path used for roads, rivers, or other linear features

T

Template - Pre-configured project or asset setup

Terrain - Landscape/ground geometry

Texture - Image applied to 3D models to define surface appearance

U

UAsset - Unreal Engine's binary asset format

UMap - Unreal Engine's level/map file format

UProject - Unreal Engine project file

V

Virtual Shadow Maps - Unreal Engine 5's high-quality shadow system

VR (Virtual Reality) - Immersive 3D experience using VR headsets

W

World Partition - Unreal Engine 5's system for streaming large worlds efficiently

WSL (Windows Subsystem for Linux) - Compatibility layer for running Linux on Windows

WSLg - Graphics support for WSL on Windows 11


Acronyms

  • UE5 - Unreal Engine 5
  • UE5.4 - Unreal Engine version 5.4
  • FPS - Frames Per Second
  • GI - Global Illumination
  • GPU - Graphics Processing Unit
  • VRAM - Video Random Access Memory
  • SSD - Solid State Drive
  • API - Application Programming Interface
  • JSON - JavaScript Object Notation
  • YAML - YAML Ain't Markup Language
  • CLI - Command Line Interface
  • GUI - Graphical User Interface
  • CI/CD - Continuous Integration/Continuous Deployment

Last Updated: 2024