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"All your base are belong to us" is an Internet meme based on a poorly translated phrase from the opening cutscene of the Japanese video game Zero Wing. The phrase first appeared on the European release of the 1991 Sega Mega Drive / Genesis port of the 1989 Japanese arcade game .
The goal of the game is to get fame points, make money, and film successful music videos. The game was also known for its sense of humor; the famous game over screen featured the enemy singing a song called "You Are Dead". One of the most distinctive features of the game was the sleep mode.
An early teaser for the game in 2017 led to strong interest in the title, and on release, the game quickly became an Internet meme. [ 279 ] [ 280 ] Wordle – A word-guessing game similar to Jotto and Mastermind , where the player has only six tries to guess a five-letter word each day, the game indicating whether letters are in the word and/or ...
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.
In both cases, integration of the large pixels over time allows smaller, more accurate pixels to be constructed in a still image result. Completely obscuring the censored area with pixels of a constant color or pixels of random colors escapes this drawback but can be more aesthetically jarring.
Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics.Examples include MUDs (multi-user dungeons), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and ...
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SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest ...