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  2. Analog stick - Wikipedia

    en.wikipedia.org/wiki/Analog_stick

    The initial prevalence of analog sticks was as peripherals for flight simulator games, to better reflect the subtleties of control required for such titles. It was during the fifth console generation that Nintendo announced it would integrate an analog stick into its iconic Nintendo 64 controller, a step which would pave the way for subsequent leading console manufacturers to follow suit.

  3. Live2D - Wikipedia

    en.wikipedia.org/wiki/Live2D

    Live2D is an animation technique used to animate static images—usually anime-style characters—that involves separating an image into parts and animating each part accordingly, without the need of frame-by-frame animation or a 3D model.

  4. Vectrex - Wikipedia

    en.wikipedia.org/wiki/Vectrex

    The computer and vector generator were designed by Gerry Karr. The computer runs the game's computer code, watches the user's inputs, runs the sound generator, and controls the vector generator to make the screen drawings. The vector generator is an all-analog design using two integrators: X and Y.

  5. Game physics - Wikipedia

    en.wikipedia.org/wiki/Game_physics

    Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game.

  6. 2.5D - Wikipedia

    en.wikipedia.org/wiki/2.5D

    2.5D (basic pronunciation two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

  7. Motion estimation - Wikipedia

    en.wikipedia.org/wiki/Motion_estimation

    It is an ill-posed problem as the motion happens in three dimensions (3D) but the images are a projection of the 3D scene onto a 2D plane. The motion vectors may relate to the whole image ( global motion estimation ) or specific parts, such as rectangular blocks, arbitrary shaped patches or even per pixel .

  8. Gamepad - Wikipedia

    en.wikipedia.org/wiki/Gamepad

    Shoulder buttons ("bumpers") and triggers on an Xbox 360 controller. Some common additions to the standard pad include shoulder buttons (also called "bumpers") and triggers placed along the edges of the pad (shoulder buttons are usually digital, i.e. merely on/off; while triggers are usually analog); centrally placed start, select, and home buttons [clarification needed], and an internal motor ...

  9. Slerp - Wikipedia

    en.wikipedia.org/wiki/Slerp

    Oblique vector rectifies to slerp factor. More familiar than the general slerp formula is the case when the end vectors are perpendicular, in which case the formula is p 0 cos θ + p 1 sin θ. Letting θ = t π /2, and applying the trigonometric identity cos θ = sin(π /2 − θ), this becomes the slerp formula.