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10 June 2025

  • 20:5320:53, 10 June 2025 Voxel Graphics (hist | edit) [2,573 bytes] Admin (talk | contribs) (Created page with "Voxel graphics are a method of representing 3D objects and environments in computer graphics using voxels, which are volumetric pixels (3D cubes) arranged in a grid. Unlike traditional 2D pixel-based graphics or polygon-based 3D models (meshes), voxels define a space in three dimensions with attributes like color, density, or material. Key Characteristics of Voxel Graphics: Structure: Voxels are like 3D pixels, each occupying a small cube in a 3D grid. Each voxel can sto...")

24 May 2025

  • 15:5515:55, 24 May 2025 Navmesh (hist | edit) [418 bytes] Admin (talk | contribs) (Created page with "A navigation mesh, a data structure defining walkable areas for AI pathfinding in 3D environments. In Assassin’s Creed Valhalla, navmeshes guide NPCs through villages or forests, avoiding obstacles. Built using tools like Unity’s NavMesh system, they require manual tweaking for complex levels (e.g., stairs, ledges). Poor navmeshes lead to AI getting stuck, so level designers and programmers collaborate closely.")
  • 15:5515:55, 24 May 2025 Motion Blur (hist | edit) [417 bytes] Admin (talk | contribs) (Created page with "A post-processing effect that blurs moving objects to mimic real-world camera behavior, enhancing the sense of speed or fluidity. In Forza Horizon 5, motion blur makes cars feel fast during races. Developers adjust blur intensity and duration to avoid disorienting players, especially in VR, where excessive blur can cause motion sickness. It’s computationally intensive, so it’s often toggleable for performance.")
  • 15:5415:54, 24 May 2025 Mipmapping (hist | edit) [437 bytes] Admin (talk | contribs) (Created page with "A rendering technique that uses precomputed, lower-resolution versions of textures for objects farther from the camera, improving performance and reducing aliasing (jagged edges). In Horizon Forbidden West, mipmapping ensures distant mountains render efficiently without sacrificing quality up close. It’s automatically handled by engines but requires texture artists to generate mipmap chains, balancing file size and visual fidelity.")
  • 15:5015:50, 24 May 2025 Animation Rigging (hist | edit) [0 bytes] Admin (talk | contribs) (Created blank page)

23 May 2025

22 May 2025

21 May 2025