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Tool-assisted speedruns are generally created with the goal of creating theoretically perfect playthroughs. This may include the fastest possible route to complete a game or showcasing new optimizations to existing world records. TAS requires research into the theoretical limits of the games and their respective competitive categories.
C# game development framework, successor to Microsoft XNA. Northlight: C++, D: D: Yes 3D Windows, Xbox One, PlayStation 4, PlayStation 5, Xbox Series X and Series S: Control, CrossfireX (Story Mode), Quantum Break, Alan Wake 2: Proprietary: Quantum Break was the first commercial AAA game to ship with bits implemented in D programming language ...
Speedrun of a SuperTux level. Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible.Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitches that allow sections to be skipped or completed more quickly than intended.
The game was played remotely, unlike most of the other games at the event, and the DLC was a donation incentive. While the main game was played live by Mekarazium, the DLC was pre-recorded. Viewers quickly noted discrepancies with the run. Mekarazium admitted to faking the run and was banned from future GDQ events. [132] [133] [134]
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.
Speed Demos Archive (SDA) is a website dedicated to video game speedruns. SDA's primary focus is hosting downloadable, high-quality speedrun videos, and currently has runs of over eleven hundred games, with more being added on a regular basis.
Networked games and simulation tools routinely use dead reckoning to predict where an actor should be right now, using its last known kinematic state (position, velocity, acceleration, orientation, and angular velocity). [14] This is primarily needed because it is impractical to send network updates at the rate that most games run, 60 Hz.
Writing for techraptor.net, Andrew Stretch wrote, "[Running with Speed takes] the time to set up what Speedrunning is at the start, giving viewers a working foundation of knowledge before diving deep enough into Speedrunning to explain how pixel-perfect jumps and sequence breaking are so important to get the best possible times while speedrunning games like Super Mario Bros. 3 or Super Metroid.