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  2. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    Texture Atlas Whitepaper - A whitepaper by NVIDIA which explains the technique.; Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons).; A thousand ways to pack the bin - Review and benchmark of the different packing algorithms

  3. Sprite (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Sprite_(computer_graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. [1] Use of the term has since become more general.

  4. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading ). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled checker paint which used to be available only in cartoons ).

  5. TMS9918 - Wikipedia

    en.wikipedia.org/wiki/TMS9918

    Background patterns and sprites then consist of colorful characters. This was commonly used in games, because only 32×24 bytes would have to be moved to fill and scroll the entire screen. The challenge of using TMS9918 mode 2 was that every 8×1 pixel area could have only two colors, foreground and background.

  6. GDevelop - Wikipedia

    en.wikipedia.org/wiki/GDevelop

    All game content including character art, backgrounds, text, etc., can be added directly through a point-and-click interface in the editor. Some example content types are Sprites, Tiled Sprites, 9-Patch (Panel) Sprites, Text Objects, Text Objects with BBText support, Shape Painters, and more.

  7. Tile-based video game - Wikipedia

    en.wikipedia.org/wiki/Tile-based_video_game

    Tile-based games are not a distinct video game genre.The term refers to the technology that the hardware or game engine uses for its visual representation. For example, Pac-Man is an action game, Ultima is a role-playing video game and Civilization is a turn-based strategy game, but all three render the world as tiles.

  8. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    Scaled background textures keep the sharp characteristics of the original image, rather than becoming blurred like HQx (often ScaleHQ in practice) tends to do. The newest xBR versions are multi-pass and can preserve small details better. There is also a version of xBR combined with Reverse-AA shader called xBR-Hybrid.

  9. Parallax scrolling - Wikipedia

    en.wikipedia.org/wiki/Parallax_scrolling

    The Amiga computer has sprites which can have any height and can be set horizontal with the copper co-processor, which makes them ideal for this purpose. Risky Woods on the Amiga uses sprites multiplexed with the copper to create an entire fullscreen parallax background layer [9] as an alternative to the system's dual playfield mode.