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In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1]
The Atari VCS, released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield. The term sprite was not in use at the time. The VCS's sprites are called movable objects in the programming manual, further identified as two players, two missiles, and one ball. [16]
C# game development framework, successor to Microsoft XNA. Northlight: C++, D: D: Yes 3D Windows, Xbox One, PlayStation 4, PlayStation 5, Xbox Series X and Series S: Control, CrossfireX (Story Mode), Quantum Break, Alan Wake 2: Proprietary: Quantum Break was the first commercial AAA game to ship with bits implemented in D programming language ...
They can also be used to store low-color sprite data for games. [32] GIFs can be used for small animations and low-resolution video clips, or as reactions in online messaging used to convey emotion and feelings instead of using words. They are popular on social media platforms such as Tumblr, [33] Facebook and Twitter. [34]
Adobe Flash Professional CS6 was released in 2012. It includes support for publishing files as HTML5 and generating sprite sheets. [83] This is the last 32-bit version and last perpetually licensed version. Adobe Flash Professional CC (13) 2013 Flash Professional CC was released in June 2013, as part of Adobe's Creative Cloud rebrand.
For display on computers, technology such as the animated GIF and Flash animation were developed. In addition to short films, feature films, television series, animated GIFs, and other media dedicated to the display of moving images, animation is also prevalent in video games, motion graphics, user interfaces, and visual effects. [1]
Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many pixel art scaling algorithms are designed to run in real-time for sufficiently small input images at 60-frames per second.
Digitized sprites were used in various video games during the late 1980s to 1990s, but fell out of favour when textured 3D graphics became more common, though some voxel figures are also based on photographic renderings of actors. These sprites are directly based on captured images of actors or models portraying the game characters.