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  2. Six degrees of freedom - Wikipedia

    en.wikipedia.org/wiki/Six_degrees_of_freedom

    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 ...

  3. Strafing (video games) - Wikipedia

    en.wikipedia.org/wiki/Strafing_(video_games)

    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.

  4. Side-scrolling video game - Wikipedia

    en.wikipedia.org/wiki/Side-scrolling_video_game

    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 ...

  5. Category : Video game characters by year of introduction

    en.wikipedia.org/wiki/Category:Video_game...

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  6. Direction of movement - Wikipedia

    en.wikipedia.org/wiki/Direction_of_movement

    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 ...

  7. Chassé - Wikipedia

    en.wikipedia.org/wiki/Chassé

    The direction may be sideways, diagonal or even curving. Sizes of steps may vary. This also concerns the second, "Together", step: the moving foot may land right beside the standing foot or leave some space, or even barely move from its previous position. Timing may vary. Typical timings in ballroom dances are qqS (1/4, 1/4, 1/2) and SaS ("slow ...

  8. Oblique projection - Wikipedia

    en.wikipedia.org/wiki/Oblique_projection

    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 ...

  9. List of human positions - Wikipedia

    en.wikipedia.org/wiki/List_of_human_positions

    Log (15%) – lying on one's side with the arms down the side. Yearner (13%) – sleeping on one's side with the arms in front. Soldier (8%) – on one's back with the arms pinned to the sides. Freefall (7%) – on one's front with the arms around the pillow and the head tilted to one side.