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[Draft] Add glossary of common terms #10159

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1 change: 1 addition & 0 deletions index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -101,6 +101,7 @@ the ``GodotEngine.epub`` file in an e-book reader application.
tutorials/troubleshooting
tutorials/editor/index
tutorials/migrating/index
tutorials/glossary

tutorials/2d/index
tutorials/3d/index
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4 changes: 4 additions & 0 deletions tutorials/3d/3d_antialiasing.rst
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Expand Up @@ -38,6 +38,8 @@ detailed below.
You can compare antialiasing algorithms in action using the
`3D Antialiasing demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/antialiasing>`__.

.. _doc_3d_antialiasing_msaa:

Multisample antialiasing (MSAA)
-------------------------------

Expand Down Expand Up @@ -177,6 +179,8 @@ Comparison between no antialiasing (left) and FXAA (right):

.. image:: img/antialiasing_fxaa.webp

.. _doc_3d_antialiasing_ssaa:

Supersample antialiasing (SSAA)
-------------------------------

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2 changes: 2 additions & 0 deletions tutorials/3d/environment_and_post_processing.rst
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Expand Up @@ -410,6 +410,8 @@ geometry. Transparent materials won't be reflected, as they don't write to the d
This also applies to shaders that use ``hint_screen_texture`` or ``hint_depth_texture``
uniforms.

.. _doc_environment_and_post_processing_ssao:

Screen-Space Ambient Occlusion (SSAO)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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97 changes: 97 additions & 0 deletions tutorials/glossary.rst
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@@ -0,0 +1,97 @@
.. _doc_glossary:

Glossary
========

This page contains definitions for common terms that you will see throughout the
manual. It includes many Godot-specific terms, as well as some common game
evelopment and graphics terms that may be unfamiliar to you.

.. glossary::

Antialiasing
A rendering technique to make edges appear smoother. Godot supports several antialiasing techniques. See :ref:`doc_3d_antialiasing`.

Compatibility renderer
A fast, simple renderer for desktop and mobile that uses OpenGL. See :ref:`doc_renderers`.

CPU
Central processing unit. Executes code mostly in sequence, one instruction at a time. Godot uses the CPU for all processing except for rendering graphics.

Direct3D 12
A modern, low-level graphics API, developed by Microsoft.

DOF
Depth of field.

Forward+ renderer
An advanced renderer for desktop that uses modern graphics drivers. See :ref:`doc_renderers`.

FXAA
Fast approximate antialiasing. See :ref:`doc_3d_antialiasing_fxaa`.

GDExtension
A Godot-specific technology that lets the engine interact with native shared libraries at run-time. See :ref:`doc_what_is_gdextension`

GDScript
A high-level, object-oriented, imperative, and gradually typed programming language built for Godot. See :ref:`doc_gdscript`.

GPU
Graphics Processor Unit. Executes code mostly in parallel, and very fast. Godot uses the GPU for rendering graphics.

HDR
High dynamic range. See :ref:`doc_high_dynamic_range`.

Linear color space
The color space used internally by the Forward+ and Mobile renderers. See :ref:`doc_high_dynamic_range`.

Metal
A modern, low-level graphics API developed by Apple.

Mobile renderer
A renderer for mobile and desktop that uses modern graphics drivers. See :ref:`doc_renderers`.

MSAA
Multisample antialiasing. See :ref:`doc_3d_antialiasing_msaa`.

OpenGL
A cross-platform graphics API. Used by Godot for the Compatibility renderer.

Renderer
The rendering engine used to draw graphics. Godot has multiple renderers, with different features. See :ref:`doc_renderers`.

Rendering method
Another term for renderer.

Rendering driver
The rendering driver tells the GPU what to do, by communicating with a graphics API such as OpenGL or Vulkan.

Shader
A program that runs on the GPU, used to draw graphics. See :ref:`doc_introduction_to_shaders`.

SDFGI
Signed distance field global illumination. A kind of global illumation. See :ref:`doc_using_sdfgi`.

SDR
Standard dynamic range. See :ref:`doc_high_dynamic_range`.

sRGB color space
Standard RGB (red, green, blue). See :ref:`doc_high_dynamic_range`.

SSAA
Supersample antialiasing. See :ref:`doc_3d_antialiasing_ssaa`.

SSAO
Screen-space ambient occlusion. See :ref:`doc_environment_and_post_processing_ssao`.

SSIL
Screen-space indirect lighting. A kind of global illumination. See :ref`doc_environment_and_post_processing_ssil`.

Viewport
A view into the screen, used to render nodes. See :ref:`doc_viewports`.

VisualShader
A shader created using a graph-based visual editor. See :ref:`doc_visual_shaders`.

Vulkan
A modern, low-level, cross-platform graphics API.