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- [[Category:GameEngines]]392 B (59 words) - 12:31, 14 March 2015
- [[Category:GameEngines]]453 B (62 words) - 12:38, 14 March 2015
- ..., this does not create a visible split on the model. However a [[:Category:GameEngines|game engine]] must duplicate the [[Vertex|vertices]] along the seam, which605 B (94 words) - 20:54, 19 March 2015
- In some of the newer [[:Category:GameEngines|game engines]], volume fog and ground fog are supported, where the fog is l895 B (150 words) - 14:22, 17 March 2015
- ...at its full intensity, unaffected by real-time lighting. Some [[:Category:GameEngines|game engines]] do not have [[DynamicLighting|dynamic lighting]], so all tex359 B (48 words) - 15:14, 17 March 2015
- [[Category:GameEngines]]77 B (11 words) - 16:33, 29 June 2021
- [[Category:GameEngines]]133 B (17 words) - 16:56, 29 June 2021
- [[Category:GameEngines]]90 B (14 words) - 17:00, 29 June 2021
- ...," this is pitch in action. The term comes from aviation. Most [[:Category:GameEngines|game engines]] count from +90 to -90 degrees, starting out pointed straight499 B (73 words) - 17:46, 17 March 2015
- ...at are [[Rendering|rendered]] onto your computer screen by the [[:Category:GameEngines|game engine]].880 B (144 words) - 17:48, 17 March 2015
- Most [[:Category:GameEngines|game engines]] use polygons to make the surfaces of their objects. A polygo697 B (111 words) - 08:28, 24 March 2015
- Usually this is used to describe the [[Texture]] sizes that a [[:Category:GameEngines|game engine]] requires in order to make good use of video [[Memory]]. An ex637 B (105 words) - 21:16, 28 May 2020
- Some [[:Category:GameEngines|game engines]] use quads instead of triangular polygons, but most engines j1,011 B (160 words) - 18:04, 17 March 2015
- Specifically for game artists, if the [[:Category:GameEngines|game engine]] renders a scene at a slow rate, the illusion of movement can982 B (162 words) - 20:24, 19 March 2015
- Rendering is the transformation of 3D data by the [[:Category:GameEngines|game engine]] into 2D frames for display on your computer screen (or TV).332 B (49 words) - 20:25, 19 March 2015
- Most [[:Category|GameEngines|game engines]] count from -180 to 180 degrees, starting out rolled upside-d546 B (87 words) - 20:26, 19 March 2015
- ...D) is 3D rendered 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
- But your [[:Category:GameEngines|game engine]] must specifically support strips for it to work. Sometimes al586 B (89 words) - 20:30, 19 March 2015
- ...exture]] during the time the texture is being processed by the [[:Category:GameEngines|game engine]].1,001 B (132 words) - 10:43, 1 June 2021
- ...ure filtering is used whenever a [[Texture]] is altered by the [[:Category:GameEngines|game engine]] to eliminate jagged edges and shimmering [[Pixel]]s.420 B (60 words) - 20:39, 19 March 2015
- Transforms are what the [[:Category:GameEngines|game engine]] does to objects and [[Vertex|vertices]] in order to place the218 B (32 words) - 20:40, 19 March 2015
- Trilinear Filtering is a method of [[Texture filtering]] used by [[:Category:GameEngines|game engines]].781 B (118 words) - 20:43, 19 March 2015
- [[Category:GameEngines]]1 KB (160 words) - 17:39, 29 November 2015
- ...space which stores most of the [[Rendering]] information for a [[:Category:GameEngines|game]] model:361 B (49 words) - 08:53, 25 May 2015
- A viewer means You, the user of the [[:Category:GameEngines|game engine]] looking at the 3D scene through your computer screen.524 B (87 words) - 20:56, 19 March 2015
- Most [[:Category:GameEngines|game engines]] count from 0 to 360 degrees, starting out pointed straight f510 B (71 words) - 21:13, 19 March 2015
- Z-Buffer is used by a [[:Category:GameEngines|game engine]] to determine which objects, or parts of objects, are visible930 B (140 words) - 21:15, 19 March 2015
- [[Category:GameEngines]] [[Category:Technology]]190 B (25 words) - 06:11, 17 March 2022
- |[[:Category:GameEngines|Game Engines]]1 KB (111 words) - 09:02, 21 August 2023