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The S scale SIG is an NMRA-affiliated special interest group dedicated to promoting and providing information on scale model railroading at 1:64. The National Association of S Gaugers serves as an organization to promote all forms of S gauge model railroading. The S Scale Model Railway Society also works to promote the scale in the UK.
Pixel art [note 1] is a form of digital art drawn with graphical software where images are built using pixels as the only building block. [2] It is widely associated with the low-resolution graphics from 8-bit and 16-bit era computers, arcade machines and video game consoles, in addition to other limited systems such as LED displays and graphing calculators, which have a limited number of ...
Due to Scale creep, modern 30 mm figures may be similar to 1:64 models , but appear larger due to bulky sculpting and thick bases. At an exact scale of 1:60 (30.48 mm), it matches common battlemap grids where 1 inch represents 5 feet. 32 mm: ≈5.7 mm: ≈1:54: Heroic scale of 30 mm miniatures. Currently, the most common size of miniature figures.
Movable Object Block, or MOB, was used in MOS Technology's graphics chip literature. Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, instead used the term sprite for the Commodore 64. OBJs (short for objects) is used in the developer manuals for the NES, Super NES, and Game Boy.
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]
The 1/64 scale models will generally have less detail than a 1/16 scale models. [1] Moreover, "1/64 coincides with the S scale of model railroading, part of the consideration of why 1/64 became an established size." [1] Currently, the 1:64 scale is most commonly used for automobiles and other vehicle models.
Maxim Stepin's hq2x, hq3x, and hq4x are for scale factors of 2:1, 3:1, and 4:1 respectively. Each work by comparing the color value of each pixel to those of its eight immediate neighbors, marking the neighbors as close or distant, and using a pre-generated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 ...
The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.