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  2. SpeedTree - Wikipedia

    en.wikipedia.org/wiki/SpeedTree

    It generates texture atlases and compiles and optimizes tree models for real-time use. [19] SpeedTree SDK is a multi-platform C++ SDK that efficiently handles rendering of SpeedTree-generated trees and forests. The engine is designed to integrate and operate within a larger game engine, with ready-made support for Unreal Engine, Unity and OGRE.

  3. Final Doom - Wikipedia

    en.wikipedia.org/wiki/Final_Doom

    Final Doom is a first-person shooter video game developed by TeamTNT, and Dario and Milo Casali, and was released by id Software and distributed by GT Interactive in 1996. It was released for MS-DOS and Macintosh computers, as well as for the PlayStation, although the latter featured a selection of levels from the game and from Master Levels for Doom II.

  4. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.

  5. 3D GameStudio - Wikipedia

    en.wikipedia.org/wiki/3D_GameStudio

    Textures must be of a power of 2 (such as 256×128, 1024×256, or 64×64) for best effects. Odd ones (like 394×213 or 723×1280) look worse and are slower at rendering. The top is the tool bar which allows the user to manipulate objects, add new objects (such as entities, sounds, and lights), build a level, run it, and several other options.

  6. Dark Engine - Wikipedia

    en.wikipedia.org/wiki/Dark_Engine

    There is a maximum of 216 textures and independent palettes, excluding 8 animated water textures. The engine does not natively support advanced game scripting, with AI and object behavior being controlled by "Object Script Module" (.OSM) files, which are DLLs that are loaded at runtime.

  7. id Tech 5 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_5

    The initial demonstration of the engine featured 20 GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing, [2] which supports textures with resolutions up to 128,000 × 128,000 pixels), and a completely dynamic and changeable world. This technique allows the engine to automatically stream textures into memory ...

  8. Autodesk Gameware - Wikipedia

    en.wikipedia.org/wiki/Autodesk_Gameware

    Autodesk Gameware is a discontinued middleware software suite [1] developed by Autodesk.The suite contained tools that enable designers to create game lighting, character animation, low level path finding, high-level AI and advanced user interfaces. [2]

  9. id Tech - Wikipedia

    en.wikipedia.org/wiki/Id_Tech

    The capabilities of id Tech 0, plus maps can draw textures on floors and ceilings, have corners of angles other than 90 degrees, and feature geometry of variable height id Tech 2 Quake engine: C: 1996 GPL-2.0-or-later: QuakeC: 3D MS-DOS, Windows, Linux, macOS: Quake, Hexen II, Wrath: Aeon of Ruin: First true 3D id Tech engine; arbitrary ...