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developer .apple .com /metal /. Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS, iPadOS, macOS ...
Java: Yes 3D Cross-platform: GPL: Java port of Quake II game engine Java 3D: Java: Yes 3D Cross-platform: BSD: Community-centric project. Used by many schools as part of course work Jedi: C: Yes 2.5D DOS, Windows: Star Wars: Dark Forces, Outlaws: Proprietary: Rumored to have been reverse-engineered from Doom engine jMonkeyEngine: Java: 2004 Yes ...
Irrlicht (pronounced [ˈɪʁlɪçt] in German) is an open-source game engine written in C++.It is cross-platform, officially running on Windows, macOS, Linux and Windows CE and due to its open nature ports to other systems are available, including FreeBSD, Xbox (up to Irrlicht version 1.8.1), PlayStation Portable, Symbian, iPhone, AmigaOS 4, Sailfish OS via a Qt/QML wrapper, and Google Native ...
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." [1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games.
The compiled programs are executed on the GPU. OpenGL Shading Language ( GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or ...
lwjgl .org. The Lightweight Java Game Library ( LWJGL) is an open-source software library that provides bindings to a variety of C libraries for video game developers to Java. It exposes cross-platform libraries commonly used in developing video games and multimedia titles, such as Vulkan, OpenGL, OpenAL and OpenCL .
Physically based rendering ( PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the ...
OpenGL ( Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering . Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and ...
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