Intermediate Vocabulary #gamedev #unity #rendering #multiplayer

Game Development Vocabulary

5 exercises — vocabulary every game developer needs in English: game loop, ECS architecture, LOD optimisation, AI pathfinding, and multiplayer networking concepts.

Core game development vocabulary clusters
  • Core loop: game loop, update, fixed update, delta time, frame time, FPS, tick rate
  • Architecture: ECS, component, entity, system, MonoBehaviour, composition vs inheritance
  • Rendering: draw call, frustum culling, occlusion culling, LOD, batching, mipmapping, shader
  • Physics & AI: nav mesh, pathfinding, A*, steering, ragdoll, rigidbody, collider, trigger
  • Multiplayer: server-authoritative, client prediction, interpolation, lag compensation, tick rate, rollback
  • Optimisation: profiler, CPU-bound, GPU-bound, memory pool, object pooling, garbage collection
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A game developer explains a performance problem:
"We're not GPU-bound on rendering — the bottleneck is the game loop itself. It's doing too much work per frame, and we're dropping below 60 FPS on anything slower than a high-end machine."
What is the game loop?