Search results
Results From The WOW.Com Content Network
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 player exploring a randomly generated map in the 2016 roguelike game Nuclear Throne A randomly generated dungeon map in the 1980 videogame Rogue. In video games, a random map is a map generated randomly by the computer, usually in strategy games. Random maps are often the core of single and multiplayer gameplay, aside from story based ...
X-Ray Level Editor: S.T.A.L.K.E.R.: Shadow of Chernobyl: For the X-Ray Engine: XEd: Ground Control II: Operation Exodus: Stormregion editor: Codename: Panzers Rush for Berlin: Used for Gepard engine powered games Noggit World of Warcraft: Wrath of the Lich King: Community made tool to modify Blizzard Entertainment's World of Warcraft: Wrath of ...
The original Backrooms image posted on 4chan, of a HobbyTown under renovation.. The Backrooms are a fictional location originating from a 2019 4chan thread. One of the best known examples of the liminal space aesthetic, the Backrooms are usually portrayed as an impossibly large extradimensional expanse of empty rooms, accessed by exiting ("no-clipping out of") reality.
This is an accepted version of this page This is the latest accepted revision, reviewed on 26 January 2025. Online horror fiction Creepypastas are horror -related legends or images that have been copied and pasted around the Internet. These Internet entries are often brief, user-generated, paranormal stories intended to scare, frighten, or discomfort readers. The term "creepypasta" originates ...
MojoWorld 3.1.1 is known to work on Windows 8.1 and 10, and at 2019 a small-but-keen groups of users gather on the Renderosity forum for MojoWorld. There are other users in Russia who keep version 3.1.1 alive, and who can be found via using Russia's Yandex search-engine.
.kkrieger gameplay.kkrieger makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size.
Several code generation DSLs (attribute grammars, tree patterns, source-to-source rewrites) Active DSLs represented as abstract syntax trees DSL instance Well-formed output language code fragments Any programming language (proven for C, C++, Java, C#, PHP, COBOL) gSOAP: C / C++ WSDL specifications