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Curse was a gaming company that managed the video game mod host CurseForge, wiki host Gamepedia, and the Curse Network of gaming community websites.. The company was headquartered in Huntsville, Alabama, and had offices in San Francisco, New York City, Los Angeles, Brighton, and Berlin.
Name Primary programming language Release year Scripting Cross-platform 2D/3D oriented Target platform Notable games License Notes and references 4A Engine: C++: 2010 Yes 3D ...
Standard Time (SDT) and Daylight Saving Time (DST) offsets from UTC in hours and minutes. For zones in which Daylight Saving is not observed, the DST offset shown in this table is a simple duplication of the SDT offset.
A voxel is a three-dimensional counterpart to a pixel.It represents a value on a regular grid in a three-dimensional space.Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (GIS)). [1]
Voronoi polygons for a group of texels. In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. [1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels.
NovaLogic, Inc. was a software developer and publisher established in 1985 and based in Calabasas, California.The company was founded by CEO John A. Garcia. [1] Garcia's background in computer software started in Southern California in the early 1980s, when he worked at Datasoft.
3D animation of ambient occlusion enabled on the animation to the right. In the absence of hardware-assisted ray traced ambient occlusion, real-time applications such as computer games can use screen space ambient occlusion (SSAO) techniques such as horizon-based ambient occlusion including HBAO and ground-truth ambient occlusion (GTAO) as a faster approximation of true ambient occlusion ...
Procedural generation is a common technique in computer programming to automate the creation of certain data according to guidelines set by the programmer. Many games generate aspects of the environment or non-player characters procedurally during the development process in order to save time on asset creation.