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Glossary


About

Contains descriptions of various S.T.A.L.K.E.R. related terms used in modding and in X-Ray Engine.

AI

TermDefinition
Offline

Simulation of life in any given radius from the player will be calculated by a simplified formula

Online

Simulating life within any given radius of the player will be completely calculated

A-LifeSimulates the life of the game world as an independent ecosystem
Anim PointKey positions in which the animation should be played
Finite State Machine

Common and convenient technique for programming the behavior of bots (NPCs) in computer games.

Goal Oriented Action Planning

AI design technique in which a chain of behaviors of agents (NPCs, abstract entities, "living" obstacles) is automatically selected in real time to satisfy a goal.

Motivation Graph

Decision-making method described in AI Game Programming Wisdom 2, which, according to the authors, is something between Decision Trees and Neural Networks.

Graph PointMonsters and stalkers in offline move on graph points
Gulag

Gulags control a set of stalkers together by assigning them each tasks by task priority. For example a gulag could contain tasks for patrolling an area and sitting at a campfire. The priority of these tasks will mean that the first stalker "caught" by the gulag (that is, the first stalker to be given over to the gulag's control) will patrol the area with subsequent caught stalkers simply sitting at a fire. A stalker is "caught" by a gulag be entering the associated "Smart Terrain".

AI MapAI Map consisting of nodes
gvid (game_vertex_id)

Graph Point index

lvid (level_vertex_id)

Part of

*.ai

. AI Map node

Smart Cover

A system designed to control the behavior of NPCs when using cover.

Smart Terrain

Area which, when entered by a stalker, "captures" that stalker and assigns them tasks to perform. These tasks are allocated by the smart terrain's controlling Gulag.

Space Restrictor

An object that defines zones with special properties or restrictions in the game space.

Way Point

A predetermined point on the map that serves as a reference point for NPCs. Waypoints indicate their movement pattern or where they should go.

Info Portion

It is a piece of information that can be passed between characters, saved in quests, or used for AI decision making.

Animations

TermDefinition
*_hud animation

Animations for the *_hud object

Motion MarkTime intervals in the animation in which something happens
Motion Reference

Reference to the animation library ( *.omf )

Coding

TermDefinition
Luabind

Luabind

is a library that helps you create bindings between C++ and Lua. It has the ability to expose functions and classes, written in C++, to Lua. It will also supply the functionality to define classes in lua and let them derive from other lua classes or C++ classes. Lua classes can override virtual functions from their C++ base classes. It is written towards Lua 5.x, and does not work with Lua 4.

LuaJIT

LuaJIT is a

Just-In-Time Compiler

(JIT) for the Lua programming language. Anomaly uses LuaJIT 2.0.4

Compilers

TermDefinition
xrAIAI Compiler
xrDODetail Object Compiler
xrLCLevel Compiler

Materials

TermDefinition
Game Material

Responsible for the physical feature of the surface (friction, damping & etc.).

Objects

TermDefinition
Dynamic ObjectAn object that uses bones
Multiply Usage ObjectAn object that creates an Imposter texture of the same object.
*_hud

*_hud is a model in front of the player in the hands of the character. Usually it is a model of a weapon, grenades, hands.

*_world

*_world is a model in-game world (NPC weapons, 3rd-person view). The difference from the *_hud model is that the *_world must have a collision to calculate the interaction with the game.

Static ObjectStatic object
Detail Object

Static object (grass, rocks, debris and other landscape details) with high optimization to display a large number of small objects without significant performance loss.

Scene Object

An object in the SDK that represents a reference object that uses a model to visualize and interact with the environment.

Light Source ObjectLight source.
Sound Source ObjectSound source.
Sound Environment ObjectObject with environmental sound effects.
Glow ObjectGlow object.
Fog Volume Object

A object to simulate dynamic volumetric fog, smoke and other gaseous effects.

Sound Occluder MeshGeometry for calculating sound propagation.
Custom Data

Custom or additional parameters (in

*.ltx

format).

Hierarchical Occluder Mesh

Geometry defining the visibility of an object to remove from the renderer.

Joint Types

TermDefinition
RigidJoint type that completely restricts all transformations.
Cloth

Ball joint . Allows rotation in all directions, but without translation.

Joint

Universal joint. Automatically selects the optimal physical connection type based on constraint analysis (between Hinge and FullControl(partially constrained axes)).

Wheel

Hinge-2 joint. Allows rotation around the first axis (suspension axis) and rotation around the second axis (wheel axis).

Slider

Slider joint. Allows movement along one axis only.

Optimization

TermDefinition
PortalA portal between the two sectors.
Sector

Sector is part of Portal Rendering. An area or section of virtual space that contains objects and geometry for rendering. Sectors help organize the scene, allowing you to control visibility and performance, especially in large worlds.

Hierarchical Occlusion Mapping

Technique in computer graphics that uses a multi-resolution representation of occlusion information to efficiently culling objects that are not visible.

Progressive Meshes

One of the methods of dynamic level of detail. Only for

Dynamic Objects

.

Shaders

TermDefinition
Compile Shader

Shader used by the Level Compiler. Specifies to the compiler the features of the final game level geometry. The source geometry, depending on the compiler shader, may have different features.

Engine ShaderShader responsible for the visual appearance of the surface.

Particles

TermDefinition
Particle Effect

Single Particle Effect. Stored in

*.pe

files.

Particle Group

Particle Effects Group. Stored in

*.pg

files.