Search results
Results From The WOW.Com Content Network
Cube mapping is a technique that uses six faces of a cube as the map shape to project the environment onto. It is preferred over sphere mapping because it eliminates distortion, viewpoint dependency, and inefficiency.
Learn about the games that use procedural generation as a core aspect of gameplay, such as Spelunky, Minecraft, and No Man's Sky. This technique automates the creation of data according to guidelines set by the programmer.
Example of cube mapping. Cube mapping records the environment as the six faces of a cube. The image distortion is markedly reduced, especially when looking at the faces head-on. Still, the edges and corners of faces receive more pixels than the center.
A game engine is a tool to implement video games without building everything from scratch. This page lists various game engines by name, programming language, release year, scripting, cross-platform, 2D/3D orientation, target platform, notable games, license and notes.
Learn how skyboxes create backgrounds for video game levels using cube mapping or skydome techniques. Find out the advantages and disadvantages of different types of skyboxes and see examples from various games.
A cube is a three-dimensional solid object with six square faces, twelve edges, and eight vertices. It is a regular polyhedron, a parallelohedron, a zonohedron, and a plesiohedron, and has octahedral symmetry and duality with the octahedron.
Development of the quadrilateralized spherical cube projection on an Earth model [1] In mapmaking, a quadrilateralized spherical cube, or quad sphere for short, is an equal-area polyhedral map projection and discrete global grid scheme for data collected on a spherical surface (either that of the Earth or the celestial sphere).
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. Learn about the UV unwrapping technique, the UV coordinates, and the applications of UV mapping in computer graphics and digital sculpting.