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S2 Games: 2003-09-09 Linux, OS X (commercial), Windows: Silverback Engine Proprietary license Hybrid FPS/RTS with both ranged and melee combat Savage 2: A Tortured Soul: S2 Games: 2008-01-16 Linux, OS X, Windows (commercial) K2 Engine Proprietary license The sequel to the award-winning game, Savage: The Battle for Newerth. Smokin' Guns
While all games of this period supported 16-bit color, many were adopting 32-bit color (really 24-bit color with an 8-bit alpha channel) as well. Soon, many benchmark sites began touting 32-bit as a standard. The Unreal Engine, used in a large number of FPS games since its release, was an important milestone at the time. [12]
Game engine First used for Date Other first-person shooters — Maze: 1973 — Spasim: 1974 Arsys Software: Plazma Line: 1984 Wibarm (1986), Star Cruiser (1988), Star Cruiser 2 (1992)
Wolfenstein 3D was the first episodic FPS game developed by id Software, as a successor to the successful 1980s 2D infiltration video-games Castle Wolfenstein [51] and Beyond Castle Wolfenstein [52] from Muse Software, and published by Apogee Software the 5th of May 1992 [53] in which the player had to explore mazes while battling Nazis to find ...
Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
In games with Hor+ scaling, the vertical FOV is fixed, while the horizontal FOV is expandable depending on the aspect ratio of the rendering resolution; a wider aspect ratio results in a larger FOV. [ 7 ] [ 8 ] Since the majority of screens used for gaming nowadays are widescreen, [ 9 ] this scaling method is usually preferred as wider aspect ...
Pivotal Games: WIN, PS3, X360 2008-02-08 Congo The Movie: The Lost City of Zinj: Jumpin Jack: SAT 1996 Consortium: interdimensional games WIN 2014-01-08 Consortium: The Tower: Interdimensional Games: WIN, LIN, OSX, XONE, PS4 2017-09-22 Contract J.A.C.K. Monolith Productions: WIN 2003-11-11 Corporation: Core Design Ltd. Dementia: AMI, DOS, GEN ...
During an online match, games must receive and process players' input within a certain time for each frame (equal to 16. 66 ms per frame at 60 FPS), and if a remote player's input of a particular frame (for example, of frame number 10) arrives when another one is already running (for example, in frame number 20, 166. 66 ms later ...