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In video games using procedural world generation, the map seed is a (relatively) short number or text string which is used to procedurally create the game world ("map"). "). This means that while the seed-unique generated map may be many megabytes in size (often generated incrementally and virtually unlimited in potential size), it is possible to reset to the unmodified map, or the unmodified ...
An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, ...
However, they are still useful for command-line interfaces and plaintext comments within source code. Some recent embedded systems also use proprietary character sets, usually extensions to ISO 8859 character sets, which include box-drawing characters or other special symbols.
The "DF to Minecraft" utility allows players to view their Dwarf Fortress maps by converting them into Minecraft structures. [70] Adams has acknowledged the role of the community in supporting development and endorsed third-party tools, visualizers and interface code; indeed, he has said that he admires third-party developers who create tools ...
In software development, obfuscation is the practice of creating source or machine code that is intentionally difficult for humans or computers to understand. Similar to obfuscation in natural language, code obfuscation may involve using unnecessarily roundabout ways to write statements.
The resulting object is called an object copy or simply copy of the original object. Copying is basic but has subtleties and can have significant overhead. There are several ways to copy an object, most commonly by a copy constructor or cloning. Copying is done mostly so the copy can be modified or moved, or the current value preserved.
Race condition in a logic circuit. Here, ∆t 1 and ∆t 2 represent the propagation delays of the logic elements. When the input value A changes from low to high, the circuit outputs a short spike of duration (∆t 1 + ∆t 2) − ∆t 2 = ∆t 1.
The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages. [35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue. [ 39 ] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a ...