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Ambient Occlusion attempts to realistically depict the way light reflects off surfaces and radiates throughout an area.
Popular audio/video middleware tools developed by CRI Middleware, INC. Used in over 1,700 games spanning the PS2, PS3, Gamecube, Wii, Xbox, Xbox 360, PC, Arcade, DS, PSP and more.
The game engine that was used in the first Far Cry games, developed by Crytek. It was later succeeded by Cryengine 2
Destructible cover is an increasingly popular feature in shooters, even those without cover systems. It is used to encourage creative tactics both in single-player and multiplayer.
A destructible environment means the player has the ability to destroy his/her surroundings. This allows players to use the environment to their advantage.
Ubisoft's proprietary engine based on a heavily modified CryEngine. Developed by Ubisoft Montreal.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
Havok Physics (Havok) is a physics API developed by Irish company Havok and released in 2000. It is used in video games as a physics engine, allowing for realistic interactions between in-game entities.
A console game is high definition if it operates at a resolution of at least 720p, or 1280x720. A console able to achieve this resolution is HD-capable. For a variety of reasons, the term does not apply to PC games.
A rendering technology using lighting with a larger dynamic range to create more realistic images.
A graphical effect used in video games where an object blocks light and around the edges of the object the light is significantly brighter than normal.
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.
Multiple engines is when the same game will utilize two or more different game engine codes.
An all-in-one 3D game engine developed by Japan-based Silicon Studio.
Persistent bullet holes allows players to shoot holes into walls without them disappearing right away. This feature added realism to first person shooters, as well as the ability to draw smiley faces.
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.
Physics play an important part in this game in solving puzzles and/or combat. Notable examples include the Gravity Gun from Half-Life 2, and the Force Powers from Star Wars: Force Unleashed.
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!
A physics system used to procedurally generate body movement similar to rag dolls.
RenderWare is an API and graphics rendering engine made by Criterion Games.
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
A large mass of people. This is most commonly seen in sports games where the crowd consists of a large amount of spectators.
A flaw that occurs when a games graphics engine fails to preload textures as the player is in view of them.
New version of the Unreal engine rolled out with Unreal Tournament 2003. After being further extended and enhanced, it would evolve into the Unreal Engine 2.5 and Unreal Engine 2X.
Game engine made by Epic Games, used for Unreal Tournament 2004, Mods, and other licensed games.
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.
The fifth major iteration of the Unreal Engine from Epic Games was revealed on May 13, 2020 in preparation for the new console launches of PlayStation 5 and Xbox Series X.
Video games based on Japanese IP's that were developed by Western studios.
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