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TorqueScript (programming Language)
Torque Game Engine, or TGE, is an open-source cross-platform 3D computer game engine, developed by GarageGames and actively maintained under the current versions Torque 3D as well as Torque 2D. It was originally developed by Dynamix for the 2001 first-person shooter ''Tribes 2''. In September 2012, GarageGames released Torque 3D as open-source software under the MIT License. Torque 3D features a world editor suite including tools for sculpting terrain and painting forests, drawing rivers and roads, as well as material, particle and decal editing. It supports the open COLLADA file format as interface to 3D digital content creation software. PhysX provides support for cloth modeling, cloth dynamics, rigid body dynamics, destructible objects and joints, as well as fluid buoyancy simulation. Other features include a deferred lighting model and modern shader features such as dynamic lighting, normal mapping, normal and parallax occlusion mapping, screen space ambient occlusion, depth o ...
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GarageGames
GarageGames was a game technology and software developer. GarageGames was the parent company of GG Interactive, developers of educational technology in the areas of computer science, video game development and Computer programming, programming. In addition, the company has been a video game developer and publisher. GarageGames created several game engines targeted for indie game development, indie development. Founded in Eugene, Oregon, the company had offices in Las Vegas Valley, Las Vegas, Nevada, United States and its headquarters in Vancouver, Washington. In 2007, GarageGames was acquired by IAC/InterActiveCorp, IAC and the company was renamed TorquePowered. In 2011, the company was purchased by Graham Software Development and reverted to the original name GarageGames. History GarageGames was founded in Eugene, Oregon in 2000 by Jeff Tunnell, Tim Gift, Rick Overman, and Mark Frohnmayer. Working in their garage on severance package, severance checks, the founders derived t ...
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Rigid Body Dynamics
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are '' rigid'' (i.e. they do not deform under the action of applied forces) simplifies analysis, by reducing the parameters that describe the configuration of the system to the translation and rotation of reference frames attached to each body. This excludes bodies that display fluid, highly elastic, and plastic behavior. The dynamics of a rigid body system is described by the laws of kinematics and by the application of Newton's second law ( kinetics) or their derivative form, Lagrangian mechanics. The solution of these equations of motion provides a description of the position, the motion and the acceleration of the individual components of the system, and overall the system itself, as a function of time. The formulation and solution of rigid body dynamics is an important tool in the compu ...
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Source Code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only understands machine code, source code must be Translator (computing), translated before a computer can Execution (computing), execute it. The translation process can be implemented three ways. Source code can be converted into machine code by a compiler or an assembler (computing), assembler. The resulting executable is machine code ready for the computer. Alternatively, source code can be executed without conversion via an interpreter (computing), interpreter. An interpreter loads the source code into memory. It simultaneously translates and executes each statement (computer science), statement. A method that combines compilation and interpretation is to first produce bytecode. Bytecode is an intermediate representation of source code tha ...
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InstantAction
InstantAction was a game portals, web gaming site and Digital distribution, digital distributor featuring 3d rendering, 3D, browser-based games. The site was created by GarageGames after being acquired by IAC/InterActive Corp in 2007 and released a year later. InstantAction's goal was to allow publishers and developers the ability to embed games across the internet through the use of InstantAction's embed-tech. Publishers were then able to set monetary rates, including social features, release free demos and more. Users were required to download an initial Plug-in (computing), plug-in that would be used across all games using the InstantAction platform. Game downloads were transparently broken into small "chunks", which were streamed onto disk behind the scenes, allowing players to start playing much faster than ordinary downloads. The games were downloaded to the user's hard-drive, allowing them to play the game instantly after initial download, wherever the game was embedded. ...
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Color Correction
Color correction is a process used in stage lighting, photography, television, cinematography, and other disciplines, which uses color gels, or filters, to alter the overall color of the light. Typically the light color is measured on a scale known as color temperature, as well as along a green–magenta axis orthogonal to the color temperature axis. Without color-correction gels, a scene may have a mix of various colors. Applying color-correction gels in front of light sources can alter the color of the various light sources to match. Mixed lighting can produce an undesirable aesthetic when displayed on a television or in a theatre. Conversely, gels may also be used to make a scene ''appear'' more natural by simulating the mix of color temperatures that occur naturally. This application is useful, especially where ''motivated lighting'' (lending the impression that it is diegetic) is the goal. Color gels may also be used to tint lights for artistic effect. Correlated color ...
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Bloom (shader Effect)
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, Demo (computer programming), demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of ''Tron 2.0'' in 2004. Theory There are two recognized potential causes of bloom. Imperfect focus One physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will convolution, convolve the incoming image with an Airy disk (the diffraction pattern produced by passing a point light source through a circular aperture). Under normal circumstances, these imperfections are not noticeable, ...
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Refraction
In physics, refraction is the redirection of a wave as it passes from one transmission medium, medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenomenon, but other waves such as sound waves and Wind wave, water waves also experience refraction. How much a wave is refracted is determined by the change in wave speed and the initial direction of wave propagation relative to the direction of change in speed. Optical Prism (optics), prisms and Lens (optics), lenses use refraction to redirect light, as does the human eye. The refractive index of materials varies with the wavelength of light,R. Paschotta, article ochromatic dispersion in th, accessed on 2014-09-08 and thus the angle of the refraction also varies correspondingly. This is called dispersion (optics), dispersion and causes prism (optics), prisms and rainbows to divide white light into its constituent spectral ...
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Stellar Corona
In astronomy, a corona (: coronas or coronae) is the outermost layer of a star's Stellar atmosphere, atmosphere. It is a hot but relatively luminosity, dim region of Plasma (physics), plasma populated by intermittent coronal structures such as solar prominence, prominences, coronal loops, and helmet streamers. The Sun's corona lies above the chromosphere and extends millions of kilometres into outer space. Coronal light is typically obscured by diffuse sky radiation and Glare (vision), glare from the solar disk, but can be easily seen by the naked eye during a total solar eclipse or with a specialized coronagraph. Spectroscopic measurements indicate strong ionization in the corona and a plasma temperature in excess of , much hotter than the surface of the Sun, known as the photosphere. is, in turn, derived . History In 1724, French-Italian astronomer Giacomo F. Maraldi recognized that the aura visible during a solar eclipse belongs to the Sun, not to the Moon. In 1809, Span ...
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Lens Flare
A lens flare happens when light is scattered, or ''flared'', in a lens system, often in response to a bright light, producing a sometimes undesirable artifact in the image. This happens through light scattered by the imaging mechanism itself, for example through internal reflection and forward scatter from material imperfections in the lens. Lenses with large numbers of elements such as zooms tend to have more lens flare, as they contain a relatively large number of interfaces at which internal scattering may occur. These mechanisms differ from the focused image generation mechanism, which depends on rays from the refraction of light from the subject itself. There are two types of flare: visible artifacts and glare across the image. The glare makes the image look "washed out" by reducing contrast and color saturation (adding light to dark image regions, and adding white to saturated regions, reducing their saturation). Visible artifacts, usually in the shape of the apert ...
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Depth Of Field
The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus. Factors affecting depth of field For cameras that can only focus on one object distance at a time, depth of field is the distance between the nearest and the farthest objects that are in acceptably sharp focus in the image. "Acceptably sharp focus" is defined using a property called the "circle of confusion". The depth of field can be determined by focal length, distance to subject (object to be imaged), the acceptable circle of confusion size, and aperture. Limitations of depth of field can sometimes be overcome with various techniques and equipment. The approximate depth of field can be given by: \text \approx \frac for a given maximum acceptable circle of confusion , focal length , f-number , and distance to subject . As distance or the size of the acc ...
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Screen Space Ambient Occlusion
Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game ''Crysis'', also developed by Crytek. Implementation The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest implementation, the occlusion factor depends only on the depth difference between sampled point and current point. Without additional smart solutions, such a brute force method would require about 200 texture reads per pixel for good visual quality. This is not acceptable for real-time rendering on current graphics hardware. In order to get high quality results with far ...
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Parallax Occlusion Mapping
Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight and is measured by the angle or half-angle of inclination between those two lines. Due to foreshortening, nearby objects show a larger parallax than farther objects, so parallax can be used to determine distances. To measure large distances, such as the distance of a planet or a star from Earth, astronomers use the principle of parallax. Here, the term ''parallax'' is the semi-angle of inclination between two sight-lines to the star, as observed when Earth is on opposite sides of the Sun in its orbit. These distances form the lowest rung of what is called "the cosmic distance ladder", the first in a succession of methods by which astronomers determine the distances to celestial objects, serving as a basis for other distance measurements in astronomy forming the higher rungs of the ladder. Because parallax is weak if the triangle formed with an object un ...
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