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User:Noerrorsfound/Sandbox

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with shadows for static lighting, with builtin lightmap compiler supporting curved surfaces, adaptive multi-sampling, and ambient occlusion
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Editing cubes on all six sides (including pushing/pulling faces/corners, etc.) within octree world structure
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Environment mapping for level geometry and models (with custom or automatically generated environment maps)
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Mixed client-side/server-side gameplay code to mitigate cheating without affecting performance
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DOT3 lightmap / radiosity lightmap for normal-mapped diffuse and specular lighting
181: 177: 203:, projected planar shadows, specularity maps, glow maps, and environment maps 173:
Material system for volumes of water, lava, glass, clipped, and not-clipped
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by removing items or incorporating them into the text of the article.
158:, also supporting specularity maps, glow maps, and environment maps 145: 120: 87:
engine features numerous improvements to its predecessor, the
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Automatic occlusion culling via hardware occlusion queries
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OpenGL renderer architected for large geometry throughputs
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Optimized networking code (less lag and bandwidth usage)
63: 167:"Master mode" allowing players to control the server 215:3D user interface (menus are objects in the world) 164:Separation of the gameplay and engine source code 8: 119:New physics (notably, bouncing grenades, 113:New weapons (pistol and grenade launcher) 170:Voice announcements for gameplay events 7: 104:Heightmap editing system for terrain 95:Removes room-over-room limitations 24: 199:MD2 & MD3 model support with 91:engine, the most notable being: 35: 1: 242: 221:Server-side demo recording 212:Automatic team selection 116:New game mode (capture) 64:clean up the lists 18:User:Noerrorsfound 81: 80: 233: 190:Reflective glass 156:Parallax mapping 123:, and explosion 76: 73: 67: 39: 38: 31: 241: 240: 236: 235: 234: 232: 231: 230: 77: 71: 68: 61: 40: 36: 29: 22: 21: 20: 12: 11: 5: 239: 237: 229: 228: 225: 222: 219: 216: 213: 210: 209:Ambient sounds 207: 206:Spectator mode 204: 197: 194: 193:Animated grass 191: 188: 174: 171: 168: 165: 162: 159: 152:Normal mapping 149: 128: 117: 114: 111: 105: 102: 99: 96: 79: 78: 58:embedded lists 52:indiscriminate 43: 41: 34: 28: 25: 23: 15: 14: 13: 10: 9: 6: 4: 3: 2: 238: 226: 223: 220: 217: 214: 211: 208: 205: 202: 201:Phong shading 198: 195: 192: 189: 187: 184:, and pseudo- 183: 179: 175: 172: 169: 166: 163: 160: 157: 153: 150: 147: 143: 139: 136: 132: 129: 126: 122: 118: 115: 112: 109: 106: 103: 100: 97: 94: 93: 92: 90: 86: 75: 65: 59: 55: 53: 49: 44:This article 42: 33: 32: 26: 19: 88: 84: 82: 69: 62:Please help 46:may contain 45: 54:information 27:Game engine 182:refraction 178:reflection 48:unverified 108:Lightmaps 72:July 2007 186:caustics 142:assembly 138:shaders 176:Water 131:Vertex 125:debris 85:Cube 2 135:pixel 16:< 154:and 146:GLSL 144:and 133:and 121:gibs 89:Cube 83:The 56:in 50:or 180:, 140:( 127:) 74:) 70:( 60:.

Index

User:Noerrorsfound
unverified
indiscriminate
embedded lists
clean up the lists
Lightmaps
gibs
debris
Vertex
pixel
shaders
assembly
GLSL
Normal mapping
Parallax mapping
reflection
refraction
caustics
Phong shading

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