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morad.in
| | www.adriancourreges.com
4.3 parsecs away

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| | DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures ...
| | www.velanstudios.com
4.3 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | simoncoenen.com
3.6 parsecs away

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| | A graphics study of Doom Eternal
| | blog.selfshadow.com
43.5 parsecs away

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