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Creation Kit logo. The Creation Kit is a modding tool for Creation Engine games. The Creation Kit takes advantage of the Creation Engine's modular nature. It was created by Bethesda Game Studios for the modding community of The Elder Scrolls series. [17] The tool can be used to create worlds, races, NPCs, weapons, update textures, and fix bugs.
The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:
Starfield: Shattered Space is the first major expansion pack for the action role-playing video game Starfield, developed by Bethesda Game Studios and published by Bethesda Softworks. The expansion was announced during the Starfield Direct event on June 11, 2023.
An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.
Starfield takes place in a space-themed setting, and is the first new intellectual property developed by Bethesda in 25 years. [3] It was described by director Todd Howard as " Skyrim in space". Like Bethesda's previous games, it was powered by the Creation Engine , though it was heavily modified to accommodate the game's procedural generation ...
The Source 2006 branch was the term used for Valve's games using technology that culminated with the release of Half-Life 2: Episode One. HDR rendering and color correction were first implemented in 2005 using Day of Defeat: Source, which required the engine's shaders to be rewritten. [7]
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.