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Xonotic 0
''Xonotic'' () is a Free and open-source software, free and open-source first-person shooter video game. It was developed as a Fork (software development), fork of'' Nexuiz'', following controversy surrounding the game's development. The game runs on a heavily modified version of the Quake engine known as the DarkPlaces engine. Its gameplay is inspired by ''Unreal Tournament'' and ''Quake (video game), Quake'', but with various unique elements. Gameplay There are sixteen different game modes in ''Xonotic'', including classic modes like Deathmatch (gaming), deathmatch and capture the flag. In order to unlock more game modes, players must complete different levels of gameplay. To score points, players must kill enemies using futuristic weapons while completing objectives. The gameplay is very fast-paced, due to players being able to move at high speed and jump erratically. While the basic concept is inspired by other games of the same genre, there are several unique elements. E ...
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DarkPlaces Engine
The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After release, it immediately forked, as did the level design. Much of the engine remained in ''Quake II'' and ''Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. However, both engines are now considered variants of id Tech 2. Although, the codebases for ''Quake'' and ''Quake II'' were separate GPL releases. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 1996. John Carmack did mos ...
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Open-source Software
Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose. Open-source software may be developed in a collaborative public manner. Open-source software is a prominent example of open collaboration, meaning any capable user is able to participate online in development, making the number of possible contributors indefinite. The ability to examine the code facilitates public trust in the software. Open-source software development can bring in diverse perspectives beyond those of a single company. A 2008 report by the Standish Group stated that adoption of open-source software models has resulted in savings of about $60 billion per year for consumers. Open source code can be used for studying and allows capable end users to adapt software to their personal needs in a similar way user scripts ...
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Git (software)
Git () is a distributed version control system: tracking changes in any set of files, usually used for coordinating work among programmers collaboratively developing source code during software development. Its goals include speed, data integrity, and support for distributed, non-linear workflows (thousands of parallel branches running on different systems). "So I'm writing some scripts to try to track things a whole lot faster." Git was originally authored by Linus Torvalds in 2005 for development of the Linux kernel, with other kernel developers contributing to its initial development. Since 2005, Junio Hamano has been the core maintainer. As with most other distributed version control systems, and unlike most client–server systems, every Git directory on every computer is a full-fledged repository with complete history and full version-tracking abilities, independent of network access or a central server. Git is free and open-source software distributed under the ...
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IllFonic
IllFonic, LLC is an American video game developer based in Golden, Colorado, with further offices in Tacoma, Washington, and Austin, Texas. The studio was founded by Charles Brungardt, Kedhrin Gonzales and Raphael Saadiq in 2007. IllFonic is best known for developing '' Friday the 13th: The Game'' and '' Predator: Hunting Grounds''. History IllFonic founder Charles Brungardt had been working with R&B artist Raphael Saadiq since exiting college, producing and engineering records. While working together, Saadiq confronted Brungardt with the idea of appearing in video games, based on which the game ''Ghetto Golf'' was conceptualized. Brungardt subsequently relocated from Los Angeles to Denver and, together with Kedhrin Gonzales, formed IllFonic out of a garage. Saadiq is also considered a co-founder. The studio moved around within Denver, from the garage to an apartment, then to offices above bars on Denver's broadway, before moving to proper offices by Speer Boulevard in the G ...
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HUD (video Gaming)
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft. The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score or level). Shown on the HUD While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Most of them are static onscreen so that they stay visible during gameplay. Common features include: * Health/lives – this might include the player's character and possibly other important characters, such as allies or bosses. Real-time strategy games usually show the health of every unit visible on screen. Also, in many (but not all) first- and third-person shooters, when the player is da ...
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High-dynamic-range Rendering
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. Graphics processor company Nvidia summarizes the motivation for HDR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both. History The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and ''lighting simulation'' software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and ca ...
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Offset Mapping
Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Parallax mapping was introduced by Tomomichi Kaneko et al., in 2001.Kaneko, T., et al., 2001Detailed Shape Representation with Parallax Mapping In Proceedings of ICAT 2001, pp. 205-208. Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes. Parallax mapping descr ...
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Dynamic Lighting
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application. Light sources Light sources allow for different ways to introduce light into graphics scenes. Point Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb. Directional A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though ...
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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, 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 The physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will 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, but an intensely bright light source will cause the imperfections to become visible. As a result, the image of ...
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Rocket Jumping
In shooter games, rocket jumping is the technique of using the knockback of an explosive weapon, most often a rocket launcher, to launch the shooter into the air. The aim of this technique is to reach heights and distances that standard character movement cannot achieve. Although the origin of rocket jumping is unclear, its usage was popularized by '' Quake''. Rocket jumping is used often in competitive play, where it can allow the player to gain quick bursts of speed, reach normally unobtainable heights, secure positional advantages, or in speedrunning. However, a potential consequence of rocket jumping is that it can injure the player, either from the blast or from fall damage. This effect makes the technique less useful in games where the damage from the blast and/or fall is high, or where health is difficult to replenish. Rocket jumping from standing is impractical in real life, and would be certainly fatal if attempted. However, ejection seats from an aircraft are, in effect, a ...
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Bunny Hopping
Strafing is the act of moving sideways in a video game relative to the player's forward direction. Strafing allows a player to keep the camera focused on a target such as an enemy, while moving in a different direction. Techniques Circle strafing Circle strafing is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher and/or the enemy is required to lead the target when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun. Circle strafing is especially effect ...
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