Dynamic Lighting
Update: 2004-9-2
Dynamic light source. The game scene under the dynamic source changes with the change of the light source, such as transmitting a rocket in the hallway, will illuminate the different areas of the corridor during the rocket, while the rocket will be replied to Initial state. In addition to visual, the dynamic light source will also have a certain impact on the gameplay. The most typical example is "Habir 2". In the "Thief 2", it will leave a place after opening the door. Shadow, for players to laten there.
Graphics
Update: 2004-9-2
The image is one of the important elements of the game, from 40 years ago, the first computer game "Space Wars" has been accompanied by games. After the prosperity of the 70-year word game, after the golden years of the 80s 2D game, today's game has entered the maturity period of 3D images.
2D
Update: 2004-9-2
2D. A two-dimensional game world has only x and y two axial, representing the width and height, respectively, that is, you can only move on the same plane up and down, and the depth of the front and rear direction cannot be moved. Taking the "Super Mario" on the red and white machine as an example, in this game, you can walk around, you can jump up, you can drop the cliff, but you can't walk into the foreground or background. Even if you walk into the door, just to activate the next level, you can't explore the scene in a 3D manner.
3D
Update: 2004-9-2
Three-dimensional. The three-dimensional world has more z-axis than the two-dimensional world. On the basis of the width and height, the real space we live is a three-dimensional space. The characters in the three-dimensional game can not only move along the plane, but also can move in depth. You can experience this Z-axis to add this Z-axis to the game. Sprinkler.
Anti-aliasing
Update: 2004-9-2
Anti-aliasing. Since the computer image is based on pixels, it will find a serrated zigzag shape when the slash on the screen is enlarged, as in the same step. Anti-aliasing technology combines the colors near the edge of the line to the background color to soften this zigzag effect, so that the perimeter of the object looks more smooth and flat. It should be noted that you must turn this feature in the graphics driver instead of playing in the game option.
Bitmap
Update: 2004-9-2
bitmap. The computer mainly uses bitmap and vectors to save and display two-dimensional images, simply, the bitmap is an image consisting of pixels, and its main feature is that the display effect is affected by the resolution. Most of the images in the game are material maps that exist in bitmaps, including 3D models.
Bump mapping
Update: 2004-9-2
Confucius. This is a technique of simulating a rough surface in a 3D scene, which gives 3D objects with depth-dependent uneven texture. After the light rendering treatment, the surface of this object will show unevenness, without changing the object. Geometry or increase the extra point. For example, give a graphic map to a plane. This plane will become a piece of debriline, high and uneven wasteland after treatment. Of course, the uneven effect using the concave convex map does not change the direction of the light and shadow, and it is impossible to generate a physical undulating effect, so it is only far away and not able to play.
Color depth
Update: 2004-9-2
Color deep. Refers to the number of colors that can be displayed simultaneously on the computer screen, including 8-bit color, 16-bit color, 24-bit color and 32-bit colors, where 16-bit color can display 65,536 different colors in the display, 24-bit color can display 1670 10,000 colors, as for 32 colors, actually just a technical concept, because human eyes can only distinguish 16.7 million colors at the same time (from this point, color deep technology has actually reached the limit, There is no room for further rising). The computer is higher than the 32-bit color graphic image, the load is greater, and the workload is more, and more memory is more, it can be said to be lost. Clipping
Update: 2004-9-2
Cut. The objects (including 2D pictures and 3D objects) other than 3D scenes or visible ranges (screen screens) are cut off to speed up the running speed of the game. In the past rendering, most of the processors are used to render objects that actually see, such as objects hidden behind the rocks or by housing. After using shear technology, the processor only needs to render those visual parts, which greatly improves the frame speed of the game, so that the game's operation is more smooth.
Cel shading
Update: 2004-9-2
Steady cartoon coloration. The three-dimensional cartoon coloring technology combines the color and shadows, so that the 3D model looks less hard and generates a picture effect similar to cartoon view, DragonStone's 3D game "Dragon Point 3D" image engine This technology is used. The stereo cartoon is called "Toon Shading" by Namco.
Pixel
Update: 2004-9-2
Pixel. The word "Picture Element" is combined. The screen of the TV or display is composed of thousands of fine pixels. You can see the eyes close to TV or computer screen, you can see a small point, each dot consisting of red, green, blue three colors, screen The image on the upper image is generated by changing the color of these pixels.
Environment mapping
Update: 2004-9-2
Environment map. Material maps that reflect environmental changes, such as metal or water surfaces reflect the surrounding scenes (such as trees, sky, etc.) to achieve realistic effect. The ambient map is actually a surface having a higher reflection value to the material, so it is more suitable for a shiny object such as mirror, metal.
Flat shading
Update: 2004-9-2
Flat coloration. The simplest, fastest rendering method, specifies a single and no change in each polygon for 3D objects. The final output effect is naturally very unreasonable, but it is very suitable for those who need fast imaging and require speed than fineness.
FMV (FMV (FULL MOTION video)
Update: 2004-9-2
Full motion image. The CD's advent of the game developers have a nearly unlimited storage space, so this large-capacity animation format came into being. As a sheet, the tail or over-field animation, the full dynamic image can create a gorgeous visual effect, promote the development of the plot, making the players produce deeper realism, such as the full-moving image in "Final Fantasy 8" is a successful example. Unfortunately, this technology is often abuse. Many games that use full-motion images eventually become a bunch of garbage with animation, no more funny, "Jin Yu, and to defeat". In order to save costs, it will develop focus on true game content. Many games have canceled this Huawei, and more and more games begin to use engine self-generating animation.
FPS (FRMES Per Second)
Update: 2004-9-2
The number of frames per second, that is, the frame speed. The dynamic picture you see in the game run is actually played continuously by a frame of frame still screen, and the computer must quickly generate these pictures and display it on the screen to obtain a continuous movement. The more complex the picture generated, the longer the computer's processing time, the lower the frame speed, and if the frame speed is too low, the game screen will generate a pause, jump. Generally speaking to computer games, 30 frames per second are the bottom line, and 60 frames are the ideal realm. However, it cannot be generalized. The frame speed required for different types of games is different. For example, in the first person shooting game, the player's gaze focus is not in front of you, but aiming to the distance, so the displacement of the object is large. The spatial range covered is also very large, and the requirements for frame speed are high. In contrast, the third person is much lower than the frame speed required for action games. Frame-rate locking
Update: 2004-9-2
The frame speed is locked. When the computer is busy with complex tasks, the frame speed of the game tends to be affected, and the frame speed locks the "jumper" method to keep the fixed frame speed. You can type the minimum frame speed value you can endure. When the actual frame rate is lower than this number, the game will automatically reduce the details of the scene, or skip the current frame, directly process the data behind.
Gouraud shading
Update: 2004-9-2
Vertex coloration. This is a more popular rendering method, more advanced than the flat color, provides a set of separate color ratings for each vertex of the 3D object, and smoothes, fused, and the color of the vertices. Gradient. The object it renders has a considerable color and smooth color change effect, but its coloring speed is much slower than the flat color.
LOD (Level of Detail)
Update: 2004-9-2
Detail level. It is generally referring to the resolution of the material map used in the game 3D object, which is usually from 10x10 to 1024x1024 or higher, the higher the resolution, the more excellent the material map, and the time required for rendering is also Longer. Therefore, reduce the details of the game, let the game use the low resolution version of the material map, which can greatly improve the game speed while sacrificing the image quality. In addition to the resolution of the material map, the detail level also includes the skin, terrain, light, etc., and some games allow you to adjust these parts separately to achieve a balance between running speed and image quality.
Mechinima
Update: 2004-9-2
Engine movie. The word "Mechanical Cinema" is merged, refers to a 3D animation that uses the game's own engine real-time rendering. It is different from pre-render animations, there is no need for additional devices, there is no need for additional modeling, animation, and clipping, just use the game's own engine, you can create a variety of outlet animations. Although its exquisiteness cannot compare with pre-render animations, it saves a lot of valuable money and time for developers, while avoiding huge image documents, and maintains seamless connection between animations and games, There is a sense of one. From the first "half-stop" that introduced this concept, the engine movie has gradually replaced the pre-render animation and the real movie, and has become the mainstream of the overport animation technology.
MIP-mapping
Update: 2004-9-2
Classic map. Simply, the 3D object is made of different resolution material maps, and the simple material is pasted from the farther object, and the fine material is applied to the closer object to accelerate the processing speed of the 3D scene. For example, when you are close to a wall in the game, the surface of this wall will be converted to a higher resolution map to avoid mosaic phenomena; when you stay away from this wall, the program will automatically Downgrade another map with lower precision to increase the running speed.
Motion Blur
Update: 2004-9-2 motion blur. Why is the speed of 24 frames per second for the movie is enough to get a very smooth visual effect, but will see a bumps for computer games? The reason is very simple, the camera is not a frame of one frame when the camera is working, and each frame it takes to contain all visual information within 1/24 seconds, including the displacement of the object. If you press the pause button while watching the video, we have to get a clear still picture, but a blurred image because it is here. The computer can't do this. Each frame in the game is a still picture. If you catch a picture in the process of exercise, you get a clear static picture. The purpose of moving fuzzy technology is to enhance the real feeling of fast moving scenes, which is not inserted into more displacement information between frames, but a result of mixing the current frame with a previous frame together. .
MultiteXTURING
Update: 2004-9-2
Multi-layer material texture. This map technology allows developers to add more channels on a single object surface to produce more complex effects such as reflection, color light, and scratching traces. For example, a brick wall, if you use a single material, you can only show the effect of brick, and after using multiple layers, you can add a poster on the material of the brick wall, the material, the material, and the unevenness of the displacement , The light effect of the spotlight, etc. Of course, each additional layer map is added, the computer's load will be doubled, so this technology is very dazzling, but it is not abused.
Colored Lighting
Update: 2004-9-2
Color light source. When the processing power of the computer is still low, when the 3D acceleration technology is still in the stage, the game can only produce ordinary white light sources, and the entire scene is only white light. After using a color light source, a red bulb can store all the objects in the room, for example, the face of the character under the light will show pink, and a blue shirt will appear as purple.
Alpha mix
Update: 2004-2-24
Mix the source pixels and target pixels according to the value of "alpha" mixed vector, and a translucent effect can be generated.
Vector image
Update: 2004-2-23
Vector image, also known as object-oriented images or drawing images, are defined as a series of lines connected by lines. The graphic element in the vector file is called object. Each object is a self-contained entity, which has properties such as color, shape, contour, size, and screen position. Since each object is a self-contained entity, you can maintain and change its properties while maintaining its original clarity and curvature, without affecting other objects in the legend.
Bitmap image
Update: 2004-2-23
Also known as the raster diagram, generally used in image processing of photos, is a graphic composed of many "pixels" like a small square. It is represented by its position and color value to show changes in color shadows.