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Computer animation is essentially a digital successor to the art of stop motion animation of 3D models and frame-by-frame animation of 2D illustrations. For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used, with or without a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
A well-known subset of game engines are 3D first-person shooter (FPS) game engines.
Groundbreaking development in terms of visual quality is done in FPS games on the human scale.
While flight and driving simulators and real-time strategy (RTS) games increasingly provide realism on a large scale, first-person shooters are at the forefront of computer graphics at smaller, more human scales.
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|3D is what accounts for the enormous complexity of graphics today. Because 3D content development demands the most technologically advanced hardware and software, designers need a resource devoted to their hi-end needs. Our mission is to produce easy to master, affordable Java3D graphics solutions for Apple(MAC OSX),Windows and UNIX(Solaris).