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idStudio Terminology

Here you can find descriptions for commonly used terms related to idStudio. It begins with a breakdown of core terminology related to our technology, followed by a complete glossary listing all terms in alphabetical order.

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Core Terms​


DOOM Eternal Launcher​

The DOOM Eternal Launcher is a new game launcher which allows users to both launch and play DOOM Eternal and provides first-class support for creating, editing, and playing community-driven content through DOOM Eternal mods.

For more information on the Launcher and how to use it, go to: DOOM Eternal Launcher

id Tech Engine​

The id Tech Engine is software framework that powers a suite of tools (idStudio) and features designed for the development of id Software games.

idStudio​

idStudio is an integrated development environment and suite of tools for the creation of games using the id Tech Engine. The interface for id Tech Engine.

Complete Glossary​


AI​

AI (Artificial intelligence) refers to an in-game entity whose functionality is dependent on computer code rather than human input. NPCs are common AI entities.

Asset​

Asset is shorthand for anything that goes into a video game – characters, objects, models, sound effects, maps, environments, etc. (In id Tech, this is 99% decls.)

Baking​

Baking refers to a method of precomputing and storing certain data such as lighting or physics simulations to optimize the performance of the game during runtime.

Brush​

A brush refers to a building primitive that describes a 3D shape, and is primarily used for level blockout.

A brush is a convex solid that can be textured and easily manipulated. You can place brushes in a level to define level geometry.

info

Invisible brushes are often used to fine-tune player collision, typically called "clipping.”

Build​

Build is game development lingo for the “version” of a game. Also known as a “release” or “release candidate.”

Cinematics​

Cinematics are the segments of a game that are not controlled by the player. These are usually used to draw attention to major story points.

Collision​

Collision is the action of two objects coming together and touching/striking one another in-game.

The simple act of your playable character standing on a floor in a house requires collision parameters on both the character’s feet and the floor, otherwise, that character would simply fall through the floor.

Decl​

Decls (pronounced deck-uhl) are text files that describe objects that will get loaded in the game. Decls are code objects with an associated file that users can modify.

Decls are used in all areas of the engine. The term decl is short for “declaration.”

DeclTypes​

DeclTypes are the classes used to organize and manage decls. Each decl in the id Tech Engine is assigned a specific decl-type based on what code object they represent.

This system allows for easy navigation and management of decls within the engine.

Devmap​

The devmap is a build version that includes the full map, including the lightmap, plus bake. This build compiles everything as it would be in the finished product, and therefore takes more time and processing power than a slowmap build.

Use the devmap command to run the map.

Edge​

An edge refers to the connection between two vertices of an angle.

Entity​

An entity is a game object (described by a decl) that is spawned when loading a map, which interacts with the game and responds to player input or other entities.

Entities may or may not have visual representation in the game world. Examples of entities are: the player start, a model, a trigger, or a sound speaker.

Lightmap​

A lightmap is a pre-rendered lighting system that is stored for continual use in a game.

Map​

Maps refer to all environments/levels in the game. These are defined and edited in World Editor.

For definitions of specific maps, jump to: devmap, lightmap, refmap, slowmap

Mesh​

Mesh is a collection of vertices, edges, and faces that act as the foundation of a model in the game.

Model​

A model is a fully 3D entity in the game that is created by adding textures and other features to a mesh.

Nav Mesh is a set of interconnected polygons that represent the areas of the game world that are accessible to characters or any object that can move around in the game.

NPC​

NPC is short for Non-Player Character.

Occlusion Culling​

Occlusion culling is a technique that improves rendering efficiency by determining which objects in a 3D scene are not visible from a particular viewpoint, and therefore do not need to be rendered.

This helps to reduce the number of draw calls and the amount of geometry that needs to be processed, which leads to better performance.

Physics​

Physics refers to utilizing real-life laws of physics in the game to make movement and environmental behaviors more realistic.

PVS​

PVS (Potentially Visible Set) is a computer graphics optimization technique used to determine which objects in a 3D environment are visible from a particular viewpoint.

Refmap​

A refmap is a tool that allows multiple people to work on the same map simultaneously without causing file lock collisions.

A refmap is typically used to group related entities into one map (e.g. AI traversals, encounters, lighting, sound, effects, clip brushes). Refmaps are only a development tool. Once the map has been compiled for play, all refmaps are removed.

Render​

Render refers to continuously generating and refreshing a 2D or 3D image through computer processing.

Slowmap​

The slowmap build is the fastest build option available and will rebuild brushes, collision, etc. in the map without the lightmap. This feature is particularly useful for level designers who want to quickly test changes to their map without waiting for a full compile.

Use the slowmap console command to run the map.

Spline​

A spline is a continuous curve constructed so as to pass through a given set of points and have a certain number of continuous derivatives.

Texture​

A texture is a visual wrapping placed around objects in the game, such as the skin on a character.

Traversal​

A traversal is a specific type of entity used by the AAS (Area Awareness System) for calculating paths for a given AI during runtime.

The traversal also allows the AI to perform the proper animation when leaping, jumping, climbing, or flying between two AAS areas.

Trigger​

A trigger is an entity that responds to the presence of the player intersecting with it, activating a specific action/outcome.

Umbra​

Umbra is a collection of middleware and custom software that optimizes rendering performance through occlusion culling. Umbra creates a spatial data structure that represents the scene, and uses that to determine the visibility of objects from the camera's perspective.

Using Umbra allows you to create more detailed and expansive game worlds without compromising on frame rates.

Vertex​

A vertex is a point in 2D or 3D space. Joining two vertices together forms an edge.

Volume​

A volume is an encapsulated space that defines related actions/outcomes when NPCs or the player intersect with it.