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MyHouse.wad (known also as MyHouse.pk3, or simply MyHouse) is a map for Doom II created by Steve Nelson. It is a subversive horror-thriller that revolves around a house that continues to change in shape, sometimes drastically and in a non-euclidean manner.
A complex number can be visually represented as a pair of numbers (a, b) forming a vector on a diagram called an Argand diagram, representing the complex plane. Re is the real axis, Im is the imaginary axis, and i is the "imaginary unit", that satisfies i 2 = −1.
Substituting r(cos θ + i sin θ) for e ix and equating real and imaginary parts in this formula gives dr / dx = 0 and dθ / dx = 1. Thus, r is a constant, and θ is x + C for some constant C. The initial values r(0) = 1 and θ(0) = 0 come from e 0i = 1, giving r = 1 and θ = x.
where a 1 = 0.0705230784, a 2 = 0.0422820123, a 3 = 0.0092705272, a 4 = 0.0001520143, a 5 = 0.0002765672, a 6 = 0.0000430638 erf x ≈ 1 − ( a 1 t + a 2 t 2 + ⋯ + a 5 t 5 ) e − x 2 , t = 1 1 + p x {\displaystyle \operatorname {erf} x\approx 1-\left(a_{1}t+a_{2}t^{2}+\cdots +a_{5}t^{5}\right)e^{-x^{2}},\quad t={\frac {1}{1+px ...
The Jabberwock, as illustrated by John Tenniel, 1871 "Jabberwocky" is a nonsense poem written by Lewis Carroll about the killing of a creature named "the Jabberwock". It was included in his 1871 novel Through the Looking-Glass, the sequel to Alice's Adventures in Wonderland (1865).
In atmospheric applications, refractivity is defined as N = n – 1, often rescaled as either [60] N = 10 6 (n – 1) [61] [62] or N = 10 8 (n – 1); [63] the multiplication factors are used because the refractive index for air, n deviates from unity by at most a few parts per ten thousand.
[1] [11] Glenn Wichman and Michael Toy name the game as an influence for their game Rogue in 1980, which went on to become the namesake of the roguelike genre. [ 37 ] [ 38 ] Colossal Cave Adventure also inspired the development of online multiplayer games like MUDs , the precursors of the modern-day massively multiplayer online role-playing game .
The terms Imagination Age as well as Age of Imagination were first introduced in an essay by designer and writer Charlie Magee in 1993. His essay, [3] "The Age of Imagination: Coming Soon to a Civilization Near You" proposes the idea that the best way to assess the evolution of human civilization is through the lens of communication.