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ID Software

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Founded in : 1991 Location: Texas Specialization: Developing Computer and Video games Key People: John Carmack John Romero Games Developed: Wolfenstein 3D DOOM Quake etc. Click here to visit the official website

Expansion of the Oblivion - Shivering Isles

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Check the new expansion of the Elder Scrolls IV - Oblivion - The Elder Scrolls IV - Shivering Isle. Click here for more info

Bethesda Softworks

Founded in: 1986 Specialization: Developing and publishing computer and video games. Location (HQ): Rockville Games Developed : Oblivion - The Elder Scrolls IV High rollers casino Sea dogs and lots. Platforms developed for : Xbox Playstation Windows Mobile Devices Genres of games developed : Simulation Sports Strategy Action RPG Racing Adventure Click here to go to the mail website

Rendering trees in terrain or games - Just like that!

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Ever wondered what went behind the AWESOME scenery in Oblivion , or the Guild II? If you are caught with the impression that these were designed by professionals who developed the games, then you better think again. Speed Tree is the mantra. Interactive Data Visualization is the name of the company. SpeedTreeRT is the name of the developed C++-based library designed to provide access to SpeedTree data for real-time applications. Even I can do it, even you can do it, but hey! this works so fine with ease even in a cheap machine. It has an easy to use API and is cross platform. And could also be customized to your requirement in the game you design. 2D, 3D or whatever. Click here for more.

Black Jack Switch

The most popular table gambling game, its the black jack switch or 21 in other words. To know more about this game click here http://www.blackjackinfo.com/blackjack-rules.php

Shaders

Introducing shaders out here When rendering a scene the geometry and the texture information of the scene is sent to the graphics card for processing. In the past, a few graphics card supported the hard wired algorithms to process this information or data of the scene. This was known as the fixed function pipeline . The programmer could only use these fixed states and he had no control on the uniqueness of the game. All games looked the same irrespective of the nature of the game. For example, given a piece of clay one could design a tank, a human figure, or a ball. Each object created in such a fashion looked the same when it comes to the material and color. But none have a different twist in its look and feel. The same applies to the arena of 3D graphics.