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Stretching lineations record primarily the vector of greatest stretch, which is perpendicular to the principle plane of shortening. A stretching lineation may be visualised as a ball of treacle (molasses) which, when pulled, forms a cigar-shaped rod parallel to the direction in which it is pulled.
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 ...
Lag (video games) Leecher (computing) Let's Play; Level (video games) Licensed game; Life (video games) Line of sight (video games) Longplay (video games) Loot (video games) Loot box; Ludonarrative dissonance
Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations , which made death animations more realistic.
Stretch Panic, known as Freak Out in Europe and Oceania and Hippa Linda (ひっぱリンダ, Hippa Rinda) in Japan, is a platform game designed by Treasure Co. Ltd.It was a landmark title for the developer as it was their first game to feature movement on a 3D plane; prior to Stretch Panic they had been a developer of 2D titles.
The Signetics 2636 video processors were first used in the 1978 1292 Advanced Programmable Video System and later in the 1979 Elektor TV Games Computer. The Atari VCS , released in 1977, has a hardware sprite implementation where five graphical objects can be moved independently of the game playfield.
The orientation of the lineation can then be calculated from the rake and strike-dip information of the plane it was measured from, using a stereographic projection. If a fault has lineations formed by movement on the plane, e.g.; slickensides, this is recorded as a lineation, with a rake, and annotated as to the indication of throw on the fault.