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[1] Wolfenstein 3D engine was still very primitive. It did not apply textures to the floor and ceiling, and the ray casting restricted walls to a fixed height, and levels were all on the same plane. Even though it was still not using true 3D, id Tech 1, first used in Doom (1993) and again from id Software, removed these
[18] [19] Games, officially referred to as "experiences" on the platform, [20] [21] are scripted with Luau (stylized as Luau), a dialect of the Lua 5.1 programming language, while C++ is used for background processes such as memory management. [22] [23] [better source needed] Luau supports gradual typing and is designed to maximize performance.
Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.
The U.S. Department of Energy has zeroed in on three regions of the country it has determined are in major need of new electric transmission infrastructure and eligible for future federal funding ...
The unemployment rate edged up moderately to 4.2% from October's 4.1%. A new labor reading for December is due on January 10, 2025 — the first major economic report in the new year.
The U.S. real estate market has another year in the books after 2024 came to a close this week. Redfin identified houses that clocked the heftiest sale prices last year.
The introduction of color television technology made it necessary to lower that 60 FPS frequency by 0.1% to avoid "dot crawl", a display artifact appearing on legacy black-and-white displays, showing up on highly-color-saturated surfaces. It was found that by lowering the frame rate by 0.1%, the undesirable effect was minimized.
For example, 4:1 (pronounced “4-to-1”) anisotropic filtering will continue to sharpen more oblique textures beyond the range sharpened by 2:1. [ 6 ] In practice, this means that in highly oblique texturing situations, a 4:1 filter will be twice as sharp as a 2:1 filter (it will display frequencies double that of the 2:1 filter).