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Shooter video games or shooters are a subgenre of action video games where the focus is on the defeat of the character's enemies using ranged weapons given to the player. . Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic ...
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.
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 ...
Telescoping in mechanics describes the movement of one part sliding out from another, lengthening an object (such as a telescope or the lift arm of an aerial work platform) from its rest state. [1] In modern equipment this can be achieved by a hydraulics , but pulleys are generally used for simpler designs such as extendable ladders and amateur ...
A cover system is a video game gameplay mechanic that allows a virtual avatar to hide from and avoid dangers, usually in a three-dimensional world. This method is a digital adaptation of the real-life military tactic of taking cover behind obstacles, for purposes of attaining protection from enemy ranged or area effect attacks, such as gunfire or explosions.
Hammerspace (also known as malletspace) is an imaginary extradimensional, instantly accessible storage area in fiction, which is used to explain how characters from animation, comics, and video games can produce objects out of thin air. Typically, when multiple items are available, the desired item is available on the first try or within a ...
The original work on telescoping is usually attributed to a 1964 article by Neter and Joseph Waksberg in the Journal of the American Statistical Association. [4] The term telescoping comes from the idea that time seems to shrink toward the present in the way that the distance to objects seems to shrink when they are viewed through a telescope.
In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle , although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.