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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