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The use of health points simplifies the game development process (since developers do not need to create complex damage systems), allows computers to simplify calculations associated with the game, and makes it easier for the player to understand the game. [10] However, more complex and realistic damage systems are used in a number of games.
In Minecraft (2011), the player can activate TNT in order to propel themselves. While it is usually fatal when attempted, equipping armour can allow players to survive the blast damage, enabling it to be used as a form of transportation. It can also be attempted with creepers, in-game entities that explode upon close contact.
Hitscan in video game design, most commonly in first-person shooters, is a type of hit registration system that determines whether an object has been hit or not simply by scanning if the item used was aimed directly at its target and then applies the effects of the item (usually damage) instantly. A weapon, for example, does not launch a ...
In many role-playing games and video games, a critical hit (or crit) is a chance that a successful attack will deal more damage than a normal blow.. The concept of critical hits originates from wargames and role-playing games, as a way to simulate luck, and crossed over into video games in the 1986 JRPG Dragon Quest, [1] set at a fixed rate of 1/64 (~1.56%). [2]
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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 ...
Boosting the damage output of the target. Lowering the damage output of the target. Taunting the enemy to avoid other players getting attacked. Being Spotlighted and being unable to avoid or redirect enemy attack. Increasing Stealth to avoid the enemy detecting or hitting the player. Decreasing Stealth to detect the target or hit them easier.
L. M. Kachanov [5] and Y. N. Rabotnov [6] suggested the following evolution equations for the creep strain ε and a lumped damage state variable ω: ˙ = ˙ ˙ = ˙ where ˙ is the creep strain rate, ˙ is the creep-rate multiplier, is the applied stress, is the creep stress exponent of the material of interest, ˙ is the rate of damage accumulation, ˙ is the damage-rate multiplier, and is ...