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The first was the 1977 prototype 6 G-force Vertical Centrifuge which self-destructed in 1978. ICR then joined forces with a company that built and distributed amusement park rides to develop projects and gain funding. Their first working machine was the 432-seat, 1.6 to 2.1 G-force "Spherothon" globular centrifuge in 1982.
Some games, such as Boneworks and Half-Life 2, apply forces to individual joints that allow ragdolls to move and behave like humanoids with fully procedural animations. This allows to, for example, knock an enemy down or grab each individual joint and move it around and the physics-based animation would adapt accordingly, which wouldn't be ...
A centrifuge can be a very effective filter that separates contaminants from the main body of fluid. Industrial scale centrifuges are commonly used in manufacturing and waste processing to sediment suspended solids, or to separate immiscible liquids. An example is the cream separator found in dairies.
The game was designed for the Amiga 4000 with additional hardware. The development wrapped up in January 1996 and the game was shown on Turbo Limach Show every week between March and July 1996. [10] In mid-1996, Croteam decided that its next game would a 3D first-person shooter game with a dark, horror-themed atmosphere. [2]
[5] [8] Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s. [5] The lower-cost systems include home-based motion platforms, which have recently become a more common device used to enhance video games, simulation, and virtual reality. These systems fall into a price range from $1,000 to US$9,000.
It was the first game to use the amBX lighting technology. [4] Broken Sword: The Sleeping Dragon was criticized for featuring a high number of action elements, which aimed to put the player under pressure. While Cecil still stood behind this principle, he thought the action elements were not the right approach. [5]
Antichamber is a first-person puzzle-platform game created by Australian developer Alexander "Demruth" Bruce. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three-dimensional space.
The term game AI is used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general, and so video game AI may often not constitute "true AI" in that such techniques do not necessarily facilitate computer learning or other standard criteria, only constituting "automated computation" or a predetermined and ...