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Oblique drawing is also the crudest "3D" drawing method but the easiest to master. One way to draw using an oblique view is to draw the side of the object in two dimensions, i.e. flat, and then draw the other sides at an angle of 45°, but instead of drawing the sides full size they are only drawn with half the depth creating 'forced depth ...
side(ways) and slightly back; back and slightly leftward (for the left foot) or rightward (for the right foot) in contra body movement position (CBMP): forward in CBMP (i.e., the moving foot is placed directly in front of the supporting foot), forward and across in CBMP (i.e., the moving foot crosses in front of the supporting foot), back in ...
Sitting kneel: where the thighs are near horizontal and the buttocks sit back on the heels with the upper body vertical - for example as in Seiza, Virasana, and Vajrasana (yoga) Taking a knee: where the upper body is vertical, one knee is touching the ground while the foot of the other leg is placed on the ground in front of the body
Six degrees of freedom also refers to movement in video game-play. First-person shooter (FPS) games generally provide five degrees of freedom: forwards/backwards, slide left/right, up/down (jump/crouch/lie), yaw (turn left/right), and pitch (look up/down). If the game allows leaning control, then some consider it a sixth DOF; however, this may ...
Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and firing at an opponent while moving in another direction.
A side-scrolling video game (alternatively side-scroller) is a video game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move ...
A non-flipped image of a right-handed Cartesian coordinate system, illustrating the x (right-left), y (forward-backward) and z (up-down) axes relative to a human being.Body relative directions (also known as egocentric coordinates) [1] are geometrical orientations relative to a body such as a human person's body or a road sign.
These terms come from Latin words with similar meanings, ab-being the Latin prefix indicating ' away ', ad-indicating ' toward ', and ducere meaning ' to draw or pull '. [b] Abduction is a motion that pulls a structure or part away from the midline of the body, carried out by one or more abductor muscles.