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Concept »
Ambient Occlusion attempts to realistically depict the way light reflects off surfaces and radiates throughout an area.
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.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
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.
Luminous Studio is a proprietary game engine developed by Square Enix.
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.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
A physics system used to procedurally generate body movement similar to rag dolls.
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 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.
A middleware engine for game audio, developed by Audiokinetic Inc.
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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