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The Namco System 22 is an arcade system board, the successor to the Namco System 21 arcade board. It debuted in 1992 with Sim Drive in Japan, followed by a worldwide debut in 1993 with Ridge Racer. It was first 3D gaming system to feature texture mapping and Gouraud shading.
Normal mapping is an integral part in making believable visuals. Using advanced surface information in conjunction with light information, an artist is able to define an incredible amount of detail on any low polygon model.
The successor of the Aurora Engine. Created by Bioware for Knights of the Old Republic.
Similar to parallax scrolling, parallax mapping shows the illusion of depth in a texture.
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.
A physics system used to procedurally generate body movement similar to rag dolls.
Technique for detecting intersection of an object and a line in virtual space.
This game engine was created in-house by CD Projekt Red, and made it's debut with The Witcher 2: Assassins of Kings. The RED Engine incorporates features such as specular lighting and dynamic shadows.
Rockstar's proprietary game engine.
In house game engine developed by Spiders.
A game engine developed by Snowblind Studios. It was more or less a 3D version of Infinity Engine which only used 2D sprites
Valve Corporation's proprietary game engine that debuted in summer 2004 with Counter-Strike: Source and later that same year with Half-Life 2. It may be worth noting that the first Source game released a full 2 weeks ahead of Counter-Strike, and that was Vampire: The Masquerade - Bloodlines
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
3D Stereoscopy is the use of two images generated from slightly different angles in order to create a 3D effect. This usually requires the use of 3D glasses to separate the left/right image for each eye.
Unity is a multiplatform game development suite, designed from the start for the ease of creation. It's completely free to use with a pro version available for more advanced features and export options.
First version of the Unreal engine. Developed for the game, "Unreal".
New version of the Unreal engine rolled out with Unreal Tournament 2003. After being further extended and enhanced, it would evolve into the Unreal Engine 2.5 and Unreal Engine 2X.
Game engine made by Epic Games, used for Unreal Tournament 2004, Mods, and other licensed games.
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.
The fifth major iteration of the Unreal Engine from Epic Games was revealed on May 13, 2020 in preparation for the new console launches of PlayStation 5 and Xbox Series X.
Game visuals based on mathematical calculations. As opposed to texture or sprite based raster graphics.
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