Achievement | Engine/Game |
---|---|
storing world space positions in gbuffer | STALKER |
uploaded texture upside down | All Quake engines |
fixed function pipeline on top of a single vertex buffer | Tesseract |
made your own texture compression format that works with the driver's decoder somehow | Darkplaces (S2TC) |
cleared color, depth and stencil buffers individually | idTech4 |
line rendering with quads | Various |
per-vertex lighting | Cube, Minecraft, Gears of War, Skyrim |
used facet normals | Various |
manual gamma correction on sRGB textures | Various |
used degenerate vertices to build triangle strip | Various |
used separate vertex buffers for vertex attributes | Various |
blamed it on the driver | Every engine |
"fixed" shadow acne with subnormal bias | Darkplaces, Cube2, Tesseract |
surface area heuristic uses hyperbolic functions | Irrlicht |
scene graph is a linked list | GL Quake, Serious Sam |
mixing audio in render loop | Win Quake, GL Quake |
blocking on hardware occlusion queries | Various |
skeletal animation done in scripting language | Total Annihilation, Natrual Selection 2 |
wrote a geometry shader | Various "AAA" engines |
environment mapping using different sky texture | Various |
block-compresssed tangent space normal maps | Various |
font rendering with texture per-glyph | libass |
wrote SIMD for unaligned data | idTech3, idTech4, Darkplaces, others |
integrated Scaleform | Wayforward, others |
shipped a debug build | Skyrim |
shipped with debugger because it didn't crash in debugger | Unknown |
compiled with -ffast-math and physics became more interesting | Any engine using Bullet |
issued hardware occlusion queries for the HUD | Stardock (Galactic Civilizations) |
render functions are virtual | Unreal 4 |
glReadPixels without a PBO | Various |
destroyed render resources after deleting graphics context | Various |
wrote software rasterizer because driver kept crashing | Epic (UT99) (Pixomatic) |
level stored in XML | Various tile/side-scroller games |
shipped dedicated server bins for s390x only | Battlefield 1942 (x86 came later) |
"thread safe" heap allocator uses thread local storage as a heap | Unknown |
game scripting language requires a SAT solver | Mono scripting (C# requires SAT) |
engine depends on Qt | Wayforward (arguable though) |
hybrid shader language built ontop of macros targeting GLSL and HLSL | Source 2 (togl), Doom 3 BFG, RAGE |
implemented atomics using global mutex | Oberon Media |
debug build is slower than running release build in valgrind | Neothyne |
incremental GC is called when player takes damage | Unknown |
in game updater uses bittorrent | WoW |
in-house developed SWF renderer | Doom 3 BFG, RAGE |
temporal blocking artefacts caused from encoding video frames with S3TC | Neothyne |
added whitespace because asset hashed to the same hash as another asset | Spyro: Enter the Dragon |
engine (or engine components) are shared libraries | Source 2 |
gimbal lock while using quaternions because euler angles still exist in pipeline | Neothyne |
issued a hardware occlusion query based on a future frame (frame independent rendering) | Not disclosed |
actually did something about "half pixel offset" in D3D that made things worse | Unity |
used both OpenGL and D3D at the same time | CryEngine (Compute was GL) |
Ported to OSx and Linux by writing a D3D to OpenGL "porting layer" | CryEngine, Source |
Physics simulation fixes T-junctions in meshes each physics step | CryEngine |
Syncronization primitives implemented with shared memory and files (File system sync) | CryEngine |
User interface is a webbrower | Tabletop Simulator, Overgrowth, GTA V, others |
Allocates all of system memory | Various |
Input event processing on audio thread | Bioshock Infinite |
IPC using flat files on disk | XCom |
Oblique frustum is actually a cylinder | Starsiege: Tribes |
SIMD math code using virtual functions | No Man's Sky |
Serialized entity state as separate files (with more open FDs than a default install supports) | ARK: Survival Evolved |
native Linux/MacOS OpenGL port runs slower than Windows version in Wine | Source engine |
shipped with assertions enabled | Shovel Knight |
bootstraps itself just so it can render its iconset | Houdini |
Forked from graphitemaster/gist:f8e6666c48fbedf6e554
Last active
March 10, 2017 01:21
-
-
Save mtwilliams/2d02b9a3be42a20f75922be92f7862ce to your computer and use it in GitHub Desktop.
Engine achievements
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment