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  • ...- if you shake your head "no," you are rotating in azimuth. Most [[Engines|engines]] count from 0 to 360 degrees, starting out pointed straight forward, turni ...s similar to the way most [[FPS]] games work. It is preferred in some game engines because it keeps the viewer level no matter where he points. But this syste
    1 KB (193 words) - 19:51, 14 February 2015
  • ...oset [http://www.marmoset.co/ Toolbag and Skyshop] are real-time rendering engines that use image based lighting.
    7 KB (928 words) - 01:21, 8 December 2025
  • == Particle Systems in Game Engines ==
    2 KB (289 words) - 07:36, 16 June 2018
  • ...ns to be in powers of two: 2,4,8,16,3164,128,256,512,1024,2048,4096. Other engines may not require it, but an off-sized image can potentially harm performance
    6 KB (871 words) - 08:59, 12 May 2016
  • Topics explaining how game engines render an artist's artwork.
    3 KB (358 words) - 18:32, 29 June 2021
  • How game engines work, game graphics examples, effect breakdowns, etc.
    6 KB (690 words) - 12:28, 29 August 2021
  • It is a very efficient way to describe space, so most game engines use this system.
    2 KB (379 words) - 18:01, 25 February 2015
  • Most [[Engine|engines]] count from +90 to -90 degrees, starting out pointed straight up, turning ...milar to the way most [[FPS|FPS]] games work. It is preferred in some RT3D engines because it keeps the [[Viewer|viewer]] level no matter where it points. But
    1,001 B (162 words) - 18:12, 17 May 2015
  • Game engines often come with a level editor and other tools which help artists create co * [http://www.indiedb.com/engines?sort=rating-desc Indie DB: Top Rated Game Engines]
    332 B (55 words) - 11:34, 26 June 2021
  • In some of the newer [[:Category:GameEngines|game engines]], volume fog and ground fog are supported, where the fog is localized to a
    895 B (150 words) - 14:22, 17 March 2015
  • ...nsity, unaffected by real-time lighting. Some [[:Category:GameEngines|game engines]] do not have [[DynamicLighting|dynamic lighting]], so all textures are dra
    359 B (48 words) - 15:14, 17 March 2015
  • ...which is great for dynamic lighting with normal maps and specular in most engines.
    3 KB (492 words) - 09:21, 6 November 2015
  • ...K is a good place to get your feet wet, but there are plenty of other free engines to use and get a good understanding of pipelines.
    4 KB (790 words) - 04:43, 29 July 2014
  • ...me of animation might take hours to render. Real-time renderers, like game engines and simulators, tend to emphasize constant frame rate to keep animations sm
    643 B (94 words) - 04:44, 29 July 2014
  • == Individual Games and Engines == ...of the team-based gameplay scene, Tribes and Tribes 2 have some very solid engines.
    5 KB (804 words) - 04:44, 29 July 2014
  • Again the same thing here, the tutorials are not necessarily meant for Quake engines or Unreal. you can apply what is being said in these tutorials to many diff
    732 B (127 words) - 05:07, 2 September 2021
  • ...s, speifically for use in real-time 3D engines such as the Quake series of engines. These tutorials are based in Milkshape, but the principles can be applied
    2 KB (283 words) - 04:44, 29 July 2014
  • ...s, speifically for use in real-time 3D engines such as the Quake series of engines. These tutorials are based in Milkshape, but the principles can be applied
    10 KB (1,642 words) - 17:28, 30 January 2016
  • ...d. It sounds like it will be a skinning and modeling tool for the Quake2/3 engines.
    27 KB (4,510 words) - 08:33, 26 June 2021
  • ...mage by [http://developer.nvidia.com/ NVIDIA].]]<br clear="all"/>Most game engines will create the mips automatically, if mips don't already exist in the text
    5 KB (830 words) - 09:31, 17 November 2016
  • ...in action. The term comes from aviation. Most [[:Category:GameEngines|game engines]] count from +90 to -90 degrees, starting out pointed straight up, turning
    499 B (73 words) - 17:46, 17 March 2015
  • ...is made of two triangles, a pentagon is made of three triangles, etc. Some engines support multiple polygon types, but triangles are the most common.
    697 B (111 words) - 08:28, 24 March 2015
  • ...ttleneck] article by Guillaume Provost. Typical performance issues in game engines, and how the artwork affects them.
    7 KB (1,152 words) - 15:45, 1 September 2021
  • ...eEngines|game engines]] use quads instead of triangular polygons, but most engines just use tris.
    1,011 B (160 words) - 18:04, 17 March 2015
  • ...colors are in [[BitDepth|8bit]] scale which is usually 0 to 255. But game engines prefer a simpler scale, representing all colors with the values 0 to 1. For
    1 KB (173 words) - 20:14, 19 March 2015
  • Most [[:Category|GameEngines|game engines]] count from -180 to 180 degrees, starting out rolled upside-down all the w
    546 B (87 words) - 20:26, 19 March 2015
  • Most RT3D engines count from 90 to -90 degrees, starting out pointed straight up, turning dow Most RT3D engines count from 0 to 360 degrees, starting out pointed straight forward, turning
    1 KB (182 words) - 05:11, 26 November 2014
  • ...in real-time on a computer. Game artists use [[:Category:GameEngines|game engines]] to do this.
    169 B (25 words) - 20:16, 19 March 2015
  • ...s workflow. However the resulting mesh creates shading errors in some game engines.
    2 KB (374 words) - 16:20, 1 June 2015
  • ...be what subtractive means, but you can use any colors. In fact, since RT3D engines display on a computer screen, you are really in the end just using the addi
    1 KB (197 words) - 05:49, 26 November 2014
  • Game engines commonly use two texture coordinates, U and V, for mapping the width and he
    12 KB (1,741 words) - 18:03, 30 May 2025
  • Everyone has heard of shaders, or shader-based engines or software, but most people don't know what they are, or what the craze is ...ted from the application like this are in [[Object Space]] (many rendering engines allow you to take variables, such as light position, in world space or obje
    17 KB (2,879 words) - 04:15, 27 September 2014
  • ...is a method of [[Texture filtering]] used by [[:Category:GameEngines|game engines]].
    781 B (118 words) - 20:43, 19 March 2015
  • Some game engines do not import edited vertex normals. Check your engine's documentation, or ...ormals have a strong influence on tangent-space [[Normal map]]s. Some game engines require a bit more geometry near areas that have a lot of change in angle (
    14 KB (2,111 words) - 12:29, 29 September 2019
  • Most [[:Category:GameEngines|game engines]] count from 0 to 360 degrees, starting out pointed straight forward, turni
    510 B (71 words) - 21:13, 19 March 2015
  • ...rectly. You can move them back if you want, it doesn't matter to most game engines. Be aware that ZBrush does use UV offsets to manage mesh visibility, howeve
    28 KB (4,404 words) - 10:18, 8 December 2024
  • Some famous engines are:
    190 B (25 words) - 06:11, 17 March 2022
  • |[[:Category:GameEngines|Game Engines]]
    1 KB (111 words) - 09:02, 21 August 2023

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