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Concept »
Proprietary game engine developed by Crystal Dynamics.
A style of animation that gives games a more hand drawn look.
An optical effect formed by beams of light contrasting against areas of shadow in the atmosphere. They are often simulated in video games through volumetric lighting.
The game engine that was used in the first Far Cry games, developed by Crytek. It was later succeeded by Cryengine 2
The game engine that powers Crysis and several other upcoming games.
CryEngine 3 is a game engine developed by Crytek for the PC, PlayStation 3 and Xbox 360.
Crystal Tools is a multi-platform game engine created by Square Enix.
A post-processing blurring effect used mostly by modern action games, particularly modern first-person shooters. Used to blur foreground or background elements to simulate a lens focus.
In video games, dithering is a graphical technique using pixel patterns to simulate additional colors or transparency. While far more common on CRTs, many games still use the technique, especially games which use pixel art.
Flat shading is a lighting technique used in 3D computer graphics. Its characteristic look is easily recognized.
Gouraud shading is a method of making polygonal objects appear much smoother by applying a gradient to each individual polygon, effectively blending them. Named after Henri Gouraud.
A rendering technology using lighting with a larger dynamic range to create more realistic images.
Infinity Ward's game engine used in the Call of Duty series.
Luminous Studio is a proprietary game engine developed by Square Enix.
A post processing effect that blurs and streaks the entire frame. Loosely based on the behavior of real-world optics.
Normal mapping is an integral part in making believable visuals. Using advanced surface information in conjunction with light information, an artist is able to define an incredible amount of detail on any low polygon model.
An all-in-one 3D game engine developed by Japan-based Silicon Studio.
Similar to parallax scrolling, parallax mapping shows the illusion of depth in a texture.
An advanced shading model, including diffuse, ambient and specular shading, with per-pixel lighting. Developed by Bui Tuong Phong, it was introduced to gaming with the Sega Hikaru arcade system in 1999. Since the mid-2000s, it has been the most widely used shading model in modern 3D video games.
Cyan Worlds' real-time 3D game engine, which was acquired from Headspin Technologies.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Valve Corporation's proprietary game engine that debuted in summer 2004 with Counter-Strike: Source and later that same year with Half-Life 2. It may be worth noting that the first Source game released a full 2 weeks ahead of Counter-Strike, and that was Vampire: The Masquerade - Bloodlines
Developed by Epic Games, Unreal Engine 3 is the third generation of the Unreal engine, and is base for numerous games, such as Unreal Tournament 3, Gears of War and Roboblitz.
The fourth major iteration of the Unreal Engine from Epic Games. This engine is said to only be suitable for the 8th generation of video game consoles and PC hardware, though it is scalable to a variety of older platforms and mobile.
Post-processing effects middleware developed by Japan-based Silicon Studio. It is the world's only middleware with physically based optics simulation.
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