Search results
Results from the WOW.Com Content Network
In mathematics and its applications, the signed distance function or signed distance field (SDF) is the orthogonal distance of a given point x to the boundary of a set Ω in a metric space (such as the surface of a geometric shape), with the sign determined by whether or not x is in the interior of Ω.
Three spin-off games accompany the main series: Geometry Dash Meltdown, Geometry Dash World and Geometry Dash SubZero. Geometry Dash Lite is a free version of the main game that removes certain levels and icons, the level editor, and many online features. Both the spin-off games and Geometry Dash Lite contain advertisements.
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.
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.
A metric or distance function is a function d which takes pairs of points or objects to real numbers and satisfies the following rules: The distance between an object and itself is always zero. The distance between distinct objects is always positive. Distance is symmetric: the distance from x to y is always the same as the distance from y to x.
Dot pitch (sometimes called line pitch, stripe pitch, or phosphor pitch) is a specification for a computer display, computer printer, image scanner, or other pixel-based devices that describe the distance, for example, between dots on a display screen. [1] [2] In the case of an RGB color display, the derived unit of pixel pitch is a measure of ...
One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks.
The two dimensional Manhattan distance has "circles" i.e. level sets in the form of squares, with sides of length √ 2 r, oriented at an angle of π/4 (45°) to the coordinate axes, so the planar Chebyshev distance can be viewed as equivalent by rotation and scaling to (i.e. a linear transformation of) the planar Manhattan distance.