Essential Tech Terminology For Gamers Part 4

If you've been following this series, you'll know that in the first installment of Essential Tech, Gaming Target talked about how most of the landscape and other objects in games are modeled in three dimensions and are represented using a mesh of vertices covered by some sort of texture that gives the mesh the illusion of solidity. And then in the second Essential Tech article, they looked at how techniques like normal mapping can be used to add visual detail to a scene without adding more polygons. This time out, Gaming Target is going to explore particle effects, another essential element of game art that doesn't use the standard vertex/polygon/texture setup that people might expect.

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