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TECC :archlinux:<p>🎉 Happy birthday <a href="https://social.tchncs.de/tags/Quake" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Quake</span></a>! On June 22, 1996, id Software launched Quake — the first full-3D shooter using the <a href="https://social.tchncs.de/tags/QuakeEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>QuakeEngine</span></a>. Unlike 2D-sprite-based games, Quake featured fully 3D environments, dynamic lighting, and Lightmaps.</p><p><a href="https://social.tchncs.de/tags/HalfLife" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HalfLife</span></a> and <a href="https://social.tchncs.de/tags/CounterStrike" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CounterStrike</span></a> are built on the Quake engine — making it a milestone in multiplayer <a href="https://social.tchncs.de/tags/FPS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FPS</span></a> history. Earlier, <a href="https://social.tchncs.de/tags/Doom" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Doom</span></a> (1993) set the stage with groundbreaking 3D visuals, network play, and the birth of <a href="https://social.tchncs.de/tags/Deathmatch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Deathmatch</span></a>.</p><p>The evolution continued with <a href="https://social.tchncs.de/tags/idTech2" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>idTech2</span></a> through <a href="https://social.tchncs.de/tags/idTech5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>idTech5</span></a> powering games like <a href="https://social.tchncs.de/tags/Doom3" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Doom3</span></a> and <a href="https://social.tchncs.de/tags/Rage" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rage</span></a>. Developer <a href="https://social.tchncs.de/tags/JohnCarmack" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>JohnCarmack</span></a> was the technical genius behind id’s engines before moving to <a href="https://social.tchncs.de/tags/Oculus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Oculus</span></a>.</p><p>Which <a href="https://social.tchncs.de/tags/idTech" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>idTech</span></a>-based games do you remember?</p><p><a href="https://social.tchncs.de/tags/PCGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PCGaming</span></a> <a href="https://social.tchncs.de/tags/RetroGaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RetroGaming</span></a> <a href="https://social.tchncs.de/tags/GameEngines" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameEngines</span></a> <a href="https://social.tchncs.de/tags/idSoftware" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>idSoftware</span></a> <a href="https://social.tchncs.de/tags/Games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Games</span></a> <a href="https://social.tchncs.de/tags/Gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gaming</span></a></p>
Miguel Afonso Caetano<p><a href="https://tldr.nettime.org/tags/VideoGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VideoGames</span></a> <a href="https://tldr.nettime.org/tags/GameEngines" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameEngines</span></a> <a href="https://tldr.nettime.org/tags/Physics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Physics</span></a> <a href="https://tldr.nettime.org/tags/SImulation" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SImulation</span></a>: "A key part of many game engines is the physics engine, which mathematically models everything we’ve learned about the physical world. A strong wind can be simulated using velocity. An animated bubble might take into account surface tension. Last year, Epic released Lego Fortnite, a family-friendly mode in which players can build—and destroy with dynamite—their own Lego constructions. The game is cartoonish, but its mechanics are grounded in reality. “When the building falls, everybody knows what that’s supposed to look like,” Saxs Persson, an executive at Epic, told me. “It looks good because they got the mass right. <br>They got the collision volumes right. They got the gravity right. They got friction, which is really hard. They got wind, terrain. All of it has to be perfect.” Even the precise tension of pulling Legos apart, a common muscle memory, has been simulated. “It’s all math,” he said.</p><p>Yet certain things remain hard to simulate. There are multiple types of water renderers—an ocean demands a kind of simulation different from that of a river or a swimming pool—but buoyancy is challenging, as are waves and currents." </p><p><a href="https://www.newyorker.com/magazine/2024/04/22/can-the-world-be-simulated" rel="nofollow noopener" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">newyorker.com/magazine/2024/04</span><span class="invisible">/22/can-the-world-be-simulated</span></a></p>
henriquelalves<p>I've (literally) got news on <a href="https://enginesdatabase.com/news/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">enginesdatabase.com/news/</span><span class="invisible"></span></a>!</p><p>My intention on Engines Database is to be a reference for all things Game Engine related. Now you can check news on all the engines listed there - from official GitHub releases to blog posts on the engines official websites.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/gameengines" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameengines</span></a></p>
Peter Morse Studio<p><a href="https://aus.social/tags/introduction" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>introduction</span></a><br>Hi, I'm Peter - by day I'm a <a href="https://aus.social/tags/Sciartist" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Sciartist</span></a>, developing different types of <a href="https://aus.social/tags/Science" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Science</span></a> and <a href="https://aus.social/tags/Art" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Art</span></a> <a href="https://aus.social/tags/Visualizations" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Visualizations</span></a> using <a href="https://aus.social/tags/GameEngines" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameEngines</span></a> <a href="https://aus.social/tags/Fulldome" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Fulldome</span></a> <a href="https://aus.social/tags/XR" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>XR</span></a>. I have a PhD in <a href="https://aus.social/tags/ComputationalGeophysics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ComputationalGeophysics</span></a>, specialising in <a href="https://aus.social/tags/DataVisualization" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DataVisualization</span></a>, and another in <a href="https://aus.social/tags/Semiotics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Semiotics</span></a> and <a href="https://aus.social/tags/ArtHistory" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ArtHistory</span></a>. I'm fascinated by <a href="https://aus.social/tags/Antarctica" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Antarctica</span></a> <a href="https://aus.social/tags/Wilderness" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Wilderness</span></a> <a href="https://aus.social/tags/DigitalHeritage" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DigitalHeritage</span></a> and worried about <a href="https://aus.social/tags/ClimateChange" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ClimateChange</span></a>, so I try and make work that explores these to aid understanding. I've made <a href="https://aus.social/tags/Fulldome" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Fulldome</span></a> movies about <a href="https://aus.social/tags/DarkMatter" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DarkMatter</span></a> and <a href="https://aus.social/tags/AboriginalSonglines" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AboriginalSonglines</span></a>, and experiment with novel types of <a href="https://aus.social/tags/ImmersiveMedia" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ImmersiveMedia</span></a> and <a href="https://aus.social/tags/HCI" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HCI</span></a> for <a href="https://aus.social/tags/Museum" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Museum</span></a> and <a href="https://aus.social/tags/GLAM" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GLAM</span></a> applications. By night my magpie interests range across <a href="https://aus.social/tags/Astrodon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Astrodon</span></a> to <a href="https://aus.social/tags/ml" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ml</span></a> and <a href="https://aus.social/tags/CognitiveNeuroscience" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CognitiveNeuroscience</span></a>, <a href="https://aus.social/tags/Mathstodon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Mathstodon</span></a> <a href="https://aus.social/tags/Consilience" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Consilience</span></a> <a href="https://aus.social/tags/Literature" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Literature</span></a> <a href="https://aus.social/tags/Philosophy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Philosophy</span></a> - I read a lot. When I have a free moment, I'm trying to builld an <a href="https://aus.social/tags/OffGrid" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OffGrid</span></a> home. Well OK, <a href="https://aus.social/tags/shack" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shack</span></a> :)<br>I'll approve follows if I can get an idea of who you are from your <a href="https://aus.social/tags/introduction" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>introduction</span></a>. I'd like friendly polite quality in my feed, not random quantity. That seems to be one of the best things about <a href="https://aus.social/tags/mastodon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mastodon</span></a>! <a href="https://aus.social/tags/lists" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lists</span></a>!</p>