C4 Engine
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C4 Engine
The C4 Engine is a proprietary computer game engine developed by Terathon Software that is used to create 3D games and other types of interactive virtual simulations for PlayStation 5, PlayStation 4, PlayStation 3, Windows ( XP and later), Mac OS X (versions 10.9 and later), Linux, and iOS. Development history Development of the C4 Engine is led by computer graphics author Eric Lengyel, who is also the founder of Terathon Software. Although in development sporadically for several years beforehand, the engine was first made available under a commercial license in May, 2005. Due to changing market conditions, the C4 Engine was retired in 2015, but an announcement has been made that it is returning in 2021. Capabilities and features The architecture of the C4 Engine is that of a layered collection of software components, in which the lowest layers interact with the computer hardware and operating system, and the higher layers provide platform-independent services to the game ...
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PlayStation 5
The PlayStation 5 (PS5) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 4 in April 2019, it was launched on November 12, 2020, in Australia, Japan, New Zealand, North America, and South Korea, with worldwide release following a week later. The PS5 is part of the ninth generation of video game consoles, along with Microsoft's Xbox Series X and Series S consoles, which were released in the same month. The base model includes an optical disc drive compatible with Ultra HD Blu-ray discs. The Digital Edition lacks this drive, allowing it to serve as a lower-cost model for those who prefer to buy games through digital download. The two variants were launched simultaneously. The PlayStation 5's main hardware features include a solid-state drive customized for high-speed data streaming to enable significant improvements in storage performance, an AMD GPU capable of 4K resolution display at up to 120 frames per s ...
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Specular Reflection
Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by the incident and reflected rays. This behavior was first described by Hero of Alexandria ( AD c. 10–70). Specular reflection may be contrasted with diffuse reflection, in which light is scattered away from the surface in a range of directions. Law of reflection When light encounters a boundary of a material, it is affected by the optical and electronic response functions of the material to electromagnetic waves. Optical processes, which comprise reflection and refraction, are expressed by the difference of the refractive index on both sides of the boundary, whereas reflectance and absorption are the real and imaginary parts of the re ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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Reverberation
Reverberation (also known as reverb), in acoustics, is a persistence of sound, after a sound is produced. Reverberation is created when a sound or signal is reflected causing numerous reflections to build up and then decay as the sound is absorbed by the surfaces of objects in the space – which could include furniture, people, and air. This is most noticeable when the sound source stops but the reflections continue, their amplitude decreasing, until zero is reached. Reverberation is frequency dependent: the length of the decay, or reverberation time, receives special consideration in the architectural design of spaces which need to have specific reverberation times to achieve optimum performance for their intended activity. In comparison to a distinct echo, that is detectable at a minimum of 50 to 100  ms after the previous sound, reverberation is the occurrence of reflections that arrive in a sequence of less than approximately 50 ms. As time passes, the amplitude of t ...
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Doppler Effect
The Doppler effect or Doppler shift (or simply Doppler, when in context) is the change in frequency of a wave in relation to an observer who is moving relative to the wave source. It is named after the Austrian physicist Christian Doppler, who described the phenomenon in 1842. A common example of Doppler shift is the change of pitch heard when a vehicle sounding a horn approaches and recedes from an observer. Compared to the emitted frequency, the received frequency is higher during the approach, identical at the instant of passing by, and lower during the recession. The reason for the Doppler effect is that when the source of the waves is moving towards the observer, each successive wave crest is emitted from a position closer to the observer than the crest of the previous wave. Therefore, each wave takes slightly less time to reach the observer than the previous wave. Hence, the time between the arrivals of successive wave crests at the observer is reduced, causing an increa ...
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Velocity Buffer
Velocity is the directional speed of an object in motion as an indication of its rate of change in position as observed from a particular frame of reference and as measured by a particular standard of time (e.g. northbound). Velocity is a fundamental concept in kinematics, the branch of classical mechanics that describes the motion of bodies. Velocity is a physical vector quantity; both magnitude and direction are needed to define it. The scalar absolute value (magnitude) of velocity is called , being a coherent derived unit whose quantity is measured in the SI (metric system) as metres per second (m/s or m⋅s−1). For example, "5 metres per second" is a scalar, whereas "5 metres per second east" is a vector. If there is a change in speed, direction or both, then the object is said to be undergoing an ''acceleration''. Constant velocity vs acceleration To have a ''constant velocity'', an object must have a constant speed in a constant direction. Constant direction const ...
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