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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
Call of Duty: Black Ops III used a highly upgraded version of the engine used in Black Ops II for the PS4/Xbox One/PC/macOS version. [ 15 ] [ 16 ] Call of Duty: Infinite Warfare ' s IW 7.0 featured weightlessness system, game physics improvement, improved AI and improved non-player characters behaviors. [ 17 ]
It also allows for volumetric lighting, volumetric fog, cloud shadows, dynamic reflection, and real-time radiosity, [1] as well as a day/night cycle. [ 7 ] [ 8 ] The ForgeLight engine is primarily single-threaded, but has been modified to better support multithreading prior to the release of games using the ForgeLight engine on the PlayStation ...
Audio engineers use dynamic range to describe the ratio of the amplitude of the loudest possible undistorted signal to the noise floor, say of a microphone or loudspeaker. [18] Dynamic range is therefore the signal-to-noise ratio (SNR) for the case where the signal is the loudest possible for the system. For example, if the ceiling of a device ...
Flick Stick is a video game control scheme designed for gyroscopic game controllers.The Flick Stick control scheme is primarily designed for 3D shooter games with the intent of bringing the perceived advantages of mouse aiming to controllers, while addressing shortcomings of traditional first-person shooter controller schemes.
Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before Pong, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. [1]
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Game balance can be divided into a dynamic and a static component. Static balance is mostly concerned with a game's rules and elements, everything, that is set before a game or match starts. An example would be like player health and ammo left.