Search results
Results from the WOW.Com Content Network
The magnitude of overshoot depends on time through a phenomenon called "damping." See illustration under step response. Overshoot often is associated with settling time, how long it takes for the output to reach steady state; see step response. Also see the definition of overshoot in a control theory context.
Ringing is closely related to overshoot and undershoot, which is when the output takes on values higher than the maximum (respectively, lower than the minimum) input value: one can have one without the other, but in important cases, such as a low-pass filter, one first has overshoot, then the response bounces back below the steady-state level ...
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
In role-playing games, a status effect is a temporary modification to a game character’s original set of stats that usually comes into play when special powers and abilities (such as spells) are used, often during combat. [1] It appears in numerous computer and video games of many genres, most commonly in role-playing video games.
What links here; Related changes; Upload file; Special pages; Permanent link; Page information; Cite this page; Get shortened URL; Download QR code
Gamma correction or gamma is a nonlinear operation used to encode and decode luminance or tristimulus values in video or still image systems. [1] Gamma correction is, in the simplest cases, defined by the following power-law expression: =,
Game feel (sometimes referred to as "look feel" or "game juice") is the intangible, tactile sensation experienced when interacting with video games. The term was popularized by the book Game Feel: A Game Designer's Guide to Virtual Sensation [1] written by Steve Swink. The term has no formal definition, but there are many defined ways to ...
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create ...