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Ambient Occlusion attempts to realistically depict the way light reflects off surfaces and radiates throughout an area.
Proprietary game engine developed by Crystal Dynamics.
CRYENGINE is treated as a new engine from Crytek, not entirely based on the previous CryEngine 3.
CryEngine 3 is a game engine developed by Crytek for the PC, PlayStation 3 and Xbox 360.
Crystal Tools is a multi-platform game engine created by Square Enix.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
Ubisoft's proprietary engine based on a heavily modified CryEngine. Developed by Ubisoft Montreal.
The engine used in developing Hitman: Absolution.
Games that feature characters whose hair movement is governed by a physics engine.
A graphical effect used in video games where an object blocks light and around the edges of the object the light is significantly brighter than normal.
An all-in-one 3D game engine developed by Japan-based Silicon Studio.
An advanced shading model, including diffuse, ambient and specular shading, with per-pixel lighting. Developed by Bui Tuong Phong, it was introduced to gaming with the Sega Hikaru arcade system in 1999. Since the mid-2000s, it has been the most widely used shading model in modern 3D video games.
Realism is where a game attempts to accurately mimic real life through gameplay mechanics and visuals. For example, realistic shooters, such as Operation Flashpoint, Full Spectrum Warrior, or Brothers in Arms, typically focus upon squad tactics, i.e. suppressive fire and flanking.
The proprietary game engine(s) used by the indie games designed using the RPG Maker series of game development software.
TressFX is a real-time hair physics technology developed by AMD; it made its debut in the 2013 reboot of Tomb Raider.
Developed by Epic Games, Unreal Engine 3 is the third generation of the Unreal engine, and is base for numerous games, such as Unreal Tournament 3, Gears of War and Roboblitz.
The fourth major iteration of the Unreal Engine from Epic Games. This engine is said to only be suitable for the 8th generation of video game consoles and PC hardware, though it is scalable to a variety of older platforms and mobile.
Post-processing effects middleware developed by Japan-based Silicon Studio. It is the world's only middleware with physically based optics simulation.
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