MD2 (file Format)
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MD2 (file Format)
The ''Quake II'' engine (part of id Tech 2) is a game engine developed by id Software for use in their 1997 first-person shooter ''Quake II''. It is the successor to the ''Quake'' engine. Since its release, the ''Quake II'' engine has been licensed for use in several other games. One of the engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL, along with the traditional software renderer. Another interesting feature was the subdivision of some of the components into dynamic-link libraries. This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries. Libraries were also used for the game logic, with consequences including: *Since they were compiled for specific platforms, instead of an interpreter, they could run faster than ''Quake''s solution, which was to run the game logic ( QuakeC) in a limited interpreter. *id could release the source code to allow modification ...
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Quake II
''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''. Developed over the course of a year, ''Quake II'' was released on December 9, 1997. In contrast to the first game, which featured a combination of science fiction and fantasy elements, ''Quake II'' entirely drops the latter elements and is set during humankind's war against a rogue alien race known as the Strogg, half-mutant half-machine creatures whose homeplanet, Stroggos, is the target of the humans' invasion force. The player takes the role of a space marine (referred to as Bitterman) as he crash-lands on the planet and, being the last survivor of his squad, is tasked with completing a series of missions to cripple the Strogg and end their plans to conquer Earth. The game's storyline is continued in its expansions, including one tying in ''Quak ...
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GNU General Public License
The GNU General Public Licenses (GNU GPL or simply GPL) are a series of widely used free software licenses, or ''copyleft'' licenses, that guarantee end users the freedom to run, study, share, or modify the software. The GPL was the first copyleft license available for general use. It was originally written by Richard Stallman, the founder of the Free Software Foundation (FSF), for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. The licenses in the GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. The GPL is more restrictive than the GNU Lesser General Public License, and even more distinct from the more widely used permissive software licenses such as BSD, MIT, and Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open-source software (FOSS) domai ...
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Xatrix Entertainment
Gray Matter Interactive Studios, Inc. (Gray Matter Studios; formerly Xatrix Entertainment, Inc.) was an American video game developer based in Los Angeles. History Drew Markham and his business partner Barry Dempsey founded Xatrix Entertainment in March 1993. The studio's first release was '' Cyberia'' in 1994. Among its later projects was '' Quake II Mission Pack: The Reckoning'', for which it worked with publisher Activision. Around 1999, some of the original business partners sought to exit the company. To handle this efficiently, Xatrix was transferred to a new corporation under Markham as creative director. With the assistance of Activision, Gray Matter Studios was established on June 17, 1999, and took over most of the former employees. Activision initially owned 40% of the studio. It bought the remaining 60% in January 2002, after the successful release of '' Return to Castle Wolfenstein''. The publisher paid 133,690 shares of common stock Common stock is a form of ...
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The Reckoning
The Reckoning may refer to: Literature * "The Reckoning", a 1902 short story by Edith Wharton * ''The Reckoning'', a 1905 novel by Robert W. Chambers * ''Le Bilan Malétras'', a. k. a. ''The Reckoning'', a 1948 novel by Georges Simenon * ''The Reckoning'', a 1963 novel by Hugh Atkinson * ''The Reckoning'' (Halberstam book), a 1986 book by David Halberstam on the crises in the U.S. automotive industry from 1973 to the mid-1980s * ''The Reckoning'' (Penman novel), a 1991 novel by Sharon Kay Penman * ''The Reckoning'', a 1992 novel by Cynthia Harrod-Eagles * ''The Reckoning'', a 1992 novel by Ruby Jean Jensen * ''The Reckoning: The Murder of Christopher Marlowe'', a 1992 book by Charles Nicholl * ''The Reckoning'', a 1994 novel by James Byron Huggins * ''The Reckoning'', a 1996 novel by Constance Laux, writing as Connie Laux * ''The Reckoning'', a 1998 novel by Beverly Lewis * ''The Reckoning'', a 1998 novel by Patricia Robins, writing as Claire Lorrimer * ''The Reckoning ...
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Computerworld
''Computerworld'' (abbreviated as CW) is a computer magazine published since 1967 aimed at information technology (IT) and Business computing, business technology professionals. Original a print magazine, ''Computerworld'' published its final print issue in 2014; since then, it has been available as an online news website and as an online magazine. As a printed weekly during the 1970s and into the 1980s, ''Computerworld'' was the leading trade publication in the data processing industry. Based on circulation and revenue it was one of the most successful trade publications in any industry. Later in the 1980s it began to lose its dominant position. It is published in many countries around the world under the same or similar names. Each country's version of ''Computerworld'' includes original content and is managed independently. The publisher of ''Computerworld'', Foundry (formerly IDG Communications), is a subsidiary of International Data Group. History The publication was lau ...
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 19 ...
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Lightmap
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's '' Quake'' was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the addition ...
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Binary Space Partitioning
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a Tree (data structure), tree data structure known as a BSP tree. Binary space partitioning was developed in the context of 3D computer graphics in 1969. The structure of a BSP tree is useful in rendering (computer graphics), rendering because it can efficiently give spatial information about the objects in a scene, such as objects being ordered from front-to-back with respect to a viewer at a given location. Other applications of BSP include: performing geometrical operations with shapes (constructive solid geometry) in Computer-aided design, CAD, collision detection in robotics and 3D video games, ray tracing (graphics), ray tracing, virtual landscape simulation, and other applications tha ...
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QuakeC
QuakeC is a compiled language developed in 1996 by John Carmack of id Software to program parts of the video game '' Quake''. Using QuakeC, a programmer is able to customize ''Quake'' to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. The ''Quake'' engine was the only game engine to use QuakeC. Following engines used DLL game modules for customization written in C, and C++ from id Tech 4 on. Overview The QuakeC source to the original id Software ''Quake'' game logic was published in 1996 and used as the basis for modifications like capture the flag and others. QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called . The programmers of ''Quake'' modifications could then publish their bytecode without revealing their source code. Most ''Quake'' mods were published t ...
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Interpreter (computing)
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter's virtual machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run-ti ...
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Dynamic-link Library
A dynamic-link library (DLL) is a shared library in the Microsoft Windows or OS/2 operating system. A DLL can contain executable code (functions), data, and resources. A DLL file often has file extension .dll even though this is not required. The extension is sometimes used to describe the content of the file. For example, .ocx is a common extension for an ActiveX control and .drv for a legacy (16-bit) device driver. A DLL that contains only resources can be called a ''resource DLL''. Examples include an icon library, with common extension .icl, and a font library with common extensions .fon and .fot. The file format of a DLL is the same as for an executable (a.k.a. EXE). The main difference between a DLL file and an EXE file is that a DLL cannot be run directly since the operating system requires an entry point to start execution. Windows provides a utility program (RUNDLL.EXE/RUNDLL32.EXE) to execute a function exposed by a DLL. Since they have the same format, an EXE can ...
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OpenGL
OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve Hardware acceleration, hardware-accelerated Rendering (computer graphics), rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992. It is used for a variety of applications, including computer-aided design (CAD), video games, scientific visualization, virtual reality, and Flight simulator, flight simulation. Since 2006, OpenGL has been managed by the Non-profit organization, non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract application programming interface, application programming interface (API) for drawing 2D and 3D graphics. It is designed to be implemented mostly ...
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