![]() ![]() MetaKing Studios, leading a new era in games as the first MMO grand strategy game built on Web3, has raised $15M in seed stage funding from Makers Fund and BITKRAFT Ventures, as well as Delphi Digital, Animoca Brands, Shima Capital, WW Ventures, Spartan Group, Huobi Ventures and others. METAKING STUDIOS GETS MEDIEVAL, RAISES $15M FROM MAKERS FUND, BITKRAFT AND MORE FOR BLOCKLORDS, THE FIRST WEB3 STRATEGY GAME (instead of Founded by David Johansson and Nicky Li, game industry executives with decades of expertise in developing, producing and scaling free-to-play and play-and-own games, the MetaKings Studio team includes more than 100 talented artists.). NEW YORK-( BUSINESS WIRE)-Fourth paragraph, first sentence of release should read: Founded by David Johansson and Nicky Li, game industry executives with decades of expertise in developing, producing and scaling free-to-play and play-and-own games, the MetaKing Studios team includes more than 100 talented artists. ![]()
0 Comments
![]() Plus, its batch processing capability enables you to convert multiple files with a single click, saving you time and energy. Its ability to optimize PDF files by removing unnecessary content and compressing images can speed up document transfer and reduce storage requirements. PdfFactory Pro is ideal for professionals who demand robust and reliable PDF creation and editing software. Its easy-to-use printing capabilities let you convert multiple files into a single PDF file without wasting time and effort. ![]() With its user-friendly interface and powerful features, pdfFactory Pro allows you to create PDFs from any application, merge documents, add bookmarks and watermarks, and even encrypt files for added security. ![]() ![]() This software delivers unparalleled convenience and simplicity in creating, editing, and converting PDF files. Top Download Club proudly presents the ultimate PDF solution for all your document management needs - pdfFactory Pro by Fineprint. ![]() ![]() GL 3.1 removed most deprecated features, and GL 3.2 created the notion of core and compatibility OpenGL contexts. OpenGL 3.0 adds the concept of deprecation: marking certain features as subject to removal in later versions. OpenGL 2.0 incorporates the significant addition of the OpenGL Shading Language (also called GLSL), a C like language with which the transformation and fragment shading stages of the pipeline can be programmed. For example OpenGL 1.1 added the glBindTexture extension to the core API. OpenGL has been through a number of revisions which have predominantly been incremental additions where extensions to the core API have gradually been incorporated into the main body of the API. This has remained the philosophy with the exception that texture objects (glBindTexture) with no distinct definition stage are a key part of the API. ![]() OpenGL eschewed these objects in favor of incremental state changes with the idea that collective changes could be encapsulated in display lists. IrisGL had definition and bind stages for all sorts of objects including materials, lights, textures and texture environments. One notable omission from version 1.0 of the API was texture objects. Mark Segal and Kurt Akeley authored the OpenGL 1.0 specification which tried to formalize the definition of a useful graphics API and made cross platform non-SGI 3rd party implementation and support viable. Although OpenGL was initially similar in some respects to IrisGL the lack of a formal specification and conformance tests made Iris GL unsuitable for broader adoption. ![]() OpenGL was first created as an open and reproducable alternative to Iris GL which had been the proprietary graphics API on Silicon Graphics workstations. ![]() |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |