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C. File:Catacomb 3-D The Descent title screen.png; File:Catacomb Abyss titlescreen.png; File:Catlateral Damage v1.0.8 PC Title Screen.png; File:Cave Story title ...
platform: Used in place of "release" if the title is not a video game, but a spin-off title. For example, anime or manga series, radio drama, expansion, etc. caption: Used to add a table caption for accessibility. If the caption would duplicate a section header, limit it to screen readers using the {} template, e.g. {{sronly|List of games}}
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics.Examples include MUDs (multi-user dungeons), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and ...
Modification of ray tracing that casts multiple rays through each pixel in order to model soft phenomena such as soft shadows, depth of field etc. Double buffering Using a dedicated buffer for rendering and copying the result to the screen buffer when finished. This prevents stutter on the screen and the user seeing rendering in progress. Drawcall
Tile-based games are not a distinct video game genre.The term refers to the technology that the hardware or game engine uses for its visual representation. For example, Pac-Man is an action game, Ultima is a role-playing video game and Civilization is a turn-based strategy game, but all three render the world as tiles.
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...