Glossary
This section introduces some of the concepts that Awakening uses to
describe 3d components.
Vertex:
A vertex is a single point in 3d space. It's specified by three
coordinates x, y and z.
Triangle:
A basic unit of 3d object, determined by three vertices.
Mesh:
A triangle list.
Surface:
A series of connected triangles; all triangles in one plane. You can consider it a special mesh.
Static Mesh:
A Mesh, but unlike Surface, not requiring all triangles to be coplanar.
Static Mesh is used to represent outdoor scenes because usually the area of triangles is much greater in outdoor
scenes, so the lighting for "Static Mesh" is not base surface, but
vertices. This reduces the file size of the lighting data.
Mobile:
A Mesh for those movable objects in scenes. You not need ( couldn't
) calculating Mobile's lighting,
because it's lighting is real-time. Mobile can be a helper for casting shadow,
radiosity bake and caustics.
Skin Mesh:
Skinning is a technique to deform a mesh in real time using a skeleton
hierarchy. This technique usually is used to simulate objects that have soft
surface like animals and characters. A Skin Mesh is a mesh have skin
data, can deformed by Bones Animation.
Bones Animation:
Bones Animation is a set of bones with animation data, you can imagine
them as a animated skeleton. Bones Animation is used to deform Skin Mesh.
Effect:
A sort of 3d objects are used for simulating smoke, dust, particles, etc.
Effects commonly is transparent. In current version of Awakening, there
are two types of effect: Billboard, Particle.
Overlay:
A 2D Object that cover all 3D content. Overlay can be Text, Image, etc.
Commonly Overlay is use to design user interface, you can assign actions
for Overlay to custom UI.
Action:
A action is a simple function like
Play Sound, Show/Hide Object, etc. A action consist of
three parts: Message, Function, and Object. Message is a
trigger condition like mouse button press, release, etc. Function means
do something. Object is Function's operand, according to differ Function,
can be Sound, Shot, etc, or just null.
Material:
Materials describe how polygons reflect light or appear to emit light in a
3-D scene, and pixel appearance. Essentially, a material is a set of properties that explain the
following things about the polygons it is rendering.
1. How they reflect ambient and
diffuse light
2. What their specular
highlights look like
3. Whether the polygons appear
to emit light
4. What texture used for
polygons
5. How to integrate all above
stuff to produce pixel
Light:
Lights are used to illuminate objects in a scene. The current version of Awakening
employs
three types of lights: point lights, spotlights, and directional lights.
Point Lights:
Point lights have color and position within a scene, but no single direction. They
radiate light equally in all directions.
Point Lights are also sometimes called omni lights. A light bulb is a good example of a point
light. Point lights are affected by attenuation and range.
Spotlights:
Spotlights have color, position, and a direction in which they emit light. Light emitted from a spotlight is made up of a bright inner cone and
a larger outer cone, with the light intensity diminishing between the two. A
flashlight is a example of a spot light. Spotlights are affected by falloff, attenuation, and range. The light parameter
Theta controls the inner cone, Phi controls outer cone, and Falloff
controls the light intensity graduations from inner cone edge to outer cone.
Directional Lights:
Directional lights have color, position and direction, are not affected by attenuation or range. They emit parallel light. This means that
all light generated by directional lights travels through a scene in the same direction.
Light Map:
A light map is a texture or group of textures that contains information about lighting in a 3D scene.
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| base texture | lightmap | lighting effect |
Patch Size:
Describes sample space of lighting calculation on surface. Smaller patch sizes
carry more detailed lighting, but increase light map size.
Mirror:
A surface that has Reflection property. Such surface will reflect ray
like a mirror in lighting calculation.
Ray Tracing:
A conventional method of rendering three-dimensional computer images. This
method simulates rays start from light, then travel through world.
Radiosity:
A new-style method of rendering three-dimensional computer images. This method
simulates light-energy abound in world.
Caustic:
A indirect illuminated light patterns. This sort light patterns are formed
when light rays reflected from or transmitted through specular surfaces strikes
a diffuse surface. This phenomena can be found at underwater scenes.
Section:
A closed 3D space area. In Awakening, use a series planes to describing Section.
For example, a room's four wall + floor + ceiling, total six planes compose room
space area.
Portal:
A window of Section, connect section space and outside. In Awakening, use
a rectangle to describing Portal. If stand in section, the only way to look
outside is portal, vice versa.
Shot:
A clip, a segment of movie. In a shot, you can animate camera, light,
material, 3d object..., almost everything in scene. By control shots, you
can make movie.
Scene:
A virtual 3D world described by a .sce file.
Controller:
Controller is
the algorithm that evaluate parameter's output value when doing animation.
Frame Time:
The animation is consist of a lot of frames. Frame Time is specific
& exclusive time of every frame.