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8<h3>NintendoWare for CTR</h3>
9<h1>Effects Development Environment Glossary</h1>
10<p>This glossary defines terms and describes configurations commonly used in the effects 3D development environment, presented in alphabetical order.</p>
11<p>There is a separate glossary for terms relating to 3D graphics in general.</p>
12<p>For details on CTR graphics features, see the  <I>Introduction to CTR Graphics</I>.</p>
13<p><strong>2011-02-28</strong></p>
14<h2>Index</h2>
15<table border="0">
16  <tr valign="top">
17    <td><ul>
18        <li><a href="#child_particle">Child particles</a></li>
19      </ul>
20      <ul>
21        <li><a href="#copying_resources">Copying resources</a></li>
22      </ul>
23      <ul>
24        <li><a href="#emitter">Emitters</a></li>
25      </ul>
26      <ul>
27        <li><a href="#four_key_systems">Four key systems</a></li>
28      </ul>
29      <ul>
30        <li><a href="#initial_velocity">Initial velocity</a></li>
31      </ul>
32      <ul>
33        <li><a href="#life_fit">Life fit</a></li>
34      </ul>
35      <ul>
36        <li><a href="#number_of_frames_specified_loop">Number of frames specified loop</a></li>
37      </ul>
38      <ul>
39        <li><a href="#particle">Particle</a></li>
40        <li><a href="#particle_amplitude">Particle amplitude</a></li>
41        <li><a href="#particle_effect">Particle effect</a></li>
42        <li><a href="#particle_emitted_time">Particle emitted time</a></li>
43        <li><a href="#particle_life">Particle life</a></li>
44        <li><a href="#particle_set">Particle set</a></li>
45        <li><a href="#particle_shape">Particle shape</a></li>
46      </ul>
47      <ul>
48        <li><a href="#random_table">Random table</a></li>
49      </ul>
50      <ul>
51        <li><a href="#random_offset">Random offset</a></li>
52      </ul>
53      <ul>
54        <li><a href="#run-time_working_memory">Run-time working memory</a></li>
55      </ul></td>
56  </tr>
57</table>
58<a name="child_particle">
59<h2>Child particles</h2>
60</a>
61<p>Child particles are particle sets that can be called (from other particle sets) as emitters of particles.</p>
62<p>Velocity can be transferred from emitting particles (i.e., parent particles) to child particles.</p>
63<a name="copying_resources">
64<h2>Copying resources</h2>
65</a>
66<p>Resource that are specified by this option are copied at runtime, and it is these copies that get used.</p>
67<p>The application programmer can change the parameters of these copied features to make different variations.</p>
68<a name="emitter">
69<h2>Emitters</h2>
70</a>
71<p>These can be created in the particle emitter panel, where you can configure the shape, size, direction, and position.</p>
72<p>The shape, size, direction, and position of an emitter only has an effect when particles are being emitted.</p>
73<a name="four_key_systems">
74<h2>Four key systems</h2>
75</a>
76<p>These are low-load animations comprised of key information for only four locations.</p>
77<p>Specialized for fade-ins and fade-outs, this method provides a simple way to make animations like particle alpha animations without using the curve editor.</p>
78<a name="initial_velocity">
79<h2>Initial velocity</h2>
80</a>
81<p>The speed at the instant when a particle is emitted from an emitter.</p>
82<p>If there are effects of external forces like gravity, the particle will maintain this initial velocity as it moves.</p>
83<a name="life_fit">
84<h2>Life fit</h2>
85</a>
86<p>This is a playback option that automatically links animations created on the Curve editor panel with particle lifetimes.</p>
87<a name="number_of_frames_specified_loop">
88<h2>Number of frames specified loop</h2>
89</a>
90<p>This is a playback option that loops animations created in the Curve editor panel based on the specified frames.</p>
91<a name="particle">
92<h2>Particle</h2>
93</a>
94<p>The term refers to a system that can generate multiple &quot;shapes&quot; and control their shape, color and movement as a group.</p>
95<p>Games use particles for effects like fire and water.</p>
96<p>The term &quot;particle&quot; can also refer to the individual particle entity.</p>
97<a name="particle_amplitude">
98<h2>Particle amplitude</h2>
99</a>
100<p>This is a feature for entering random values for the standard value at the time of particle generation.</p>
101<p>The amplitude width is defined by the expression: Standard value ± (Random number x Standard value)</p>
102<p>The random numbers are in the range of 0 to 1.</p>
103<a name="particle_effect">
104<h2>Particle effect</h2>
105</a>
106<p>This is a feature for creating screen effects using particles.</p>
107<p>With the exception of texture images, all can be created using EffectMaker.</p>
108<p>Particle effects are comprised of three types of content:  emitters, models, and particle sets.</p>
109<a name="particle_emitted_time">
110<h2>Particle emitted time</h2>
111</a>
112<p>This period encompasses the time when particles start to be emitted from the emitter and continue to be emitted.</p>
113<a name="particle_life">
114<h2>Particle life</h2>
115</a>
116<p>This period encompasses the time until a particle disappears after being emitted from the emitter.</p>
117<p>Each particle can have its own, different value.</p>
118<a name="particle_set">
119<h2>Particle set</h2>
120</a>
121<p>A particle set is the group of particles for a given single shape.</p>
122<a name="particle_shape">
123<h2>Particle shape</h2>
124</a>
125<p>
126<p>EffectMaker can configure four types of particle shapes.</p>
127<table class="arguments">
128  <tr>
129    <th>Settings</th>
130    <th>Description</th>
131  </tr>
132  <tr>
133    <th>Screen-Aligned Billboard</th>
134    <td>The y-axis is tethered to the camera's up direction and the x-axis is always parallel to the camera lens axis. <br /> Particles on the edge of the angle of view are parsed.</td>
135  </tr>
136  <tr>
137    <th>World-Oriented Billboard</th>
138    <td>Rotates to display with the z-axis parallel with the camera lens axis.<br /> Particles on the edge of the angle of view are parsed.</td>
139  </tr>
140  <tr>
141    <th>Y-Axis Billboard</th>
142    <td>Rotates only around the y-axis to display with the z-axis parallel with the camera lens axis.<br /> Particles on the edge of the angle of view are parsed.</td>
143  </tr>
144  <tr>
145    <th>Polygon Plane (XY)</th>
146    <td>A rectangular polygon model.</td>
147  </tr>
148</table>
149<a name="random_table">
150<h2>Random table</h2>
151</a>
152<p>This is a playback option for randomly getting values for individual particles during emission.</p>
153<a name="random_offset">
154<h2>Random offset</h2>
155</a>
156<p>Randomizes the starting key frame for animation playback on a per-particle basis.</p>
157<a name="run-time_working_memory">
158<h2>Run-time working memory</h2>
159</a>
160<p>This is the maximum number of particles that can be handled in the particle set at runtime.</p>
161<br> <br> <br>
162<hr>
163<br> <br>
164<p>All company and product names in this document are the trademarks or registered trademarks of their respective companies.</p>
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