Search results
Results from the WOW.Com Content Network
Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. [15] [16] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school). [17] [18]
Allegro is a software library for video game development. [3] [4] [5] The functionality of the library includes support for basic 2D graphics, image manipulation, text output, audio output, MIDI music, input and timers, as well as additional routines for fixed-point and floating-point matrix arithmetic, Unicode strings, file system access, file manipulation, data files, and 3D graphics.
The first version of Flutter was known as "Sky" and ran on the Android operating system. [30] It was unveiled at the 2015 Dart developer summit with the stated intent of being able to render consistently at 120 frames per second. [30] On December 4, 2018, Flutter 1.0 was released at the Flutter conference in London. [31]
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; Sprite Sheets - Essential Facts Every Game Developer Should Know - Funny video explaining the benefits of using sprite sheets; What is Texture Atlas?
Google introduced Flutter for native app development. Built using Dart, C, C++ and Skia, Flutter is an open-source, multi-platform app UI framework. Prior to Flutter 2.0, developers could only target Android, iOS and the web. Flutter 2.0 released support for macOS, Linux, and Windows as a beta feature. [67]
Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...
Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. [ 4 ] [ 5 ] Based on a proposal by Fraunhofer [ 13 ] originally presented at SIGGRAPH 2016, physically based rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0.