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Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS, iPadOS, macOS, and tvOS.
Game content, including graphics, animation, sound, and physics, is authored in the 3D modeling and animation suite Blender [1] Blender Game Engine: C, C++: 2000 Python: Yes 2D, 3D Windows, Linux, macOS, Solaris: Yo Frankie!, Sintel The Game, ColorCube: GPL-2.0-or-later: 2D/3D game engine packaged in a 3D modelar with integrated Bullet physics ...
Procedurally generated tiling textures. In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [2]
Metal rendering backend, 3D physics interpolation, Lightmap bicubic sampling, Betsy texture compressor, interactive in-game editing, Ubershaders, pipeline pre-compilation, documentation tooltips, .NET 8 update, and a Jolt physics module.
HoTMetaL is an early commercial HTML-authoring software program, released in 1994 by SoftQuad Software of Toronto, Canada.. Based on the SGML engine of SoftQuad Author/Editor, HoTMetaL was released with a free version (HoTMetal Free) and a professional version (HoTMetaL Pro).
An architectural render showing different rendering styles in Blender, including a photorealistic style using Cycles Lunar Gateway rendering in Blender. Blender includes three render engines since version 2.80: EEVEE, Workbench and Cycles. Cycles is a path tracing render engine. It supports rendering through both the CPU and the GPU.
For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, [56] and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post ...
FF Dax is a humanist sans-serif typeface designed by Hans Reichel, published by FontFont library. The typeface is popular in advertising and in marketing. [1] It is a "spurless" sans-serif, similar to typefaces like Semplicità and some characters in Gill Sans, where strokes end without terminals. [1]