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  2. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    A virtual grid is overlaid on the projection as shown on the diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed).

  3. Isometric projection - Wikipedia

    en.wikipedia.org/wiki/Isometric_projection

    By rotating the cube by 45° on the x-axis, the point (1, 1, 1) will therefore become (1, 0, √ 2) as depicted in the diagram. The second rotation aims to bring the same point on the positive z-axis and so needs to perform a rotation of value equal to the arctangent of 1 ⁄ √ 2 which is approximately 35.264°.

  4. Abscissa and ordinate - Wikipedia

    en.wikipedia.org/wiki/Abscissa_and_ordinate

    For any point, the abscissa is the first value (x coordinate), and the ordinate is the second value (y coordinate). In mathematics , the abscissa ( / æ b ˈ s ɪ s . ə / ; plural abscissae or abscissas ) and the ordinate are respectively the first and second coordinate of a point in a Cartesian coordinate system : [ 1 ] [ 2 ]

  5. Descriptive geometry - Wikipedia

    en.wikipedia.org/wiki/Descriptive_geometry

    Example of the use of descriptive geometry to find the shortest connector between two skew lines. The red, yellow and green highlights show distances which are the same for projections of point P. Given the X, Y and Z coordinates of P, R, S and U, projections 1 and 2 are drawn to scale on the X-Y and X-Z planes, respectively.

  6. Cartesian coordinate system - Wikipedia

    en.wikipedia.org/wiki/Cartesian_coordinate_system

    Each axis is usually named after the coordinate which is measured along it; so one says the x-axis, the y-axis, the t-axis, etc. Another common convention for coordinate naming is to use subscripts, as ( x 1 , x 2 , ..., x n ) for the n coordinates in an n -dimensional space, especially when n is greater than 3 or unspecified.

  7. Graphical game theory - Wikipedia

    en.wikipedia.org/wiki/Graphical_game_theory

    Finding Nash equilibrium in a game takes exponential time in the size of the representation. If the graphical representation of the game is a tree, we can find the equilibrium in polynomial time. In the general case, where the maximal degree of a node is 3 or more, the problem is NP-complete.

  8. Coordinate system - Wikipedia

    en.wikipedia.org/wiki/Coordinate_system

    For example, Plücker coordinates are used to determine the position of a line in space. [11] When there is a need, the type of figure being described is used to distinguish the type of coordinate system, for example the term line coordinates is used for any coordinate system that specifies the position of a line.

  9. Curve sketching - Wikipedia

    en.wikipedia.org/wiki/Curve_sketching

    Similarly, if the exponent of y is always even in the equation of the curve then the x-axis is an axis of symmetry for the curve. If the sum of the degrees of x and y in each term is always even or always odd, then the curve is symmetric about the origin and the origin is called a center of the curve. Determine any bounds on the values of x and y.