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2.5D
2.5D (two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwise ''appears'' to be three-dimensional and is often simulated and rendered in a 3D digital environment. This is similar but different from pseudo-3D perspective (sometimes called three-quarter view when the environment is portrayed from an angled top-down perspective,) which refers to 2D graphical projections and similar techniques used to cause images or scenes to simulate the appearance of being three-dimensional (3D) when in fact they are not. By contrast, games, spaces or perspectives that are simulated and rendered in 3D and used in 3D level design are said to be ''true 3D,'' and 2D rendered games made to appear as 2D without approximating a 3D image are said to be ''true 2D''. Common in video games, 2.5D projections have also been ...
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Top-down Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based 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 environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less process ...
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History Of Video Game Consoles (fourth Generation)
In the history of video games, the fourth generation of game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North America). Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive (''Sega Genesis'' in North America) and the Super Nintendo Entertainment System (SNES; ''Super Famicom'' in Japan). Cartridge-based handheld consoles became prominent during this time, such as the Nintendo Game Boy (1989), Atari Lynx (1989), Sega Game Gear (1990) and TurboExpress (1990). Nintendo was able to capitalize on its success in the previous, third generation, and managed to win the largest worldwide market share in the fourth generation as well. Sega, however, was extremely successful in this generation and began a new franchise, Sonic the Hedgehog, to compete with ...
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Top-down Perspective
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based 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 environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less process ...
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2D Computer Graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer grap ...
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Alan MacEachren
Alan M. MacEachren (born 1952) is an American geographer, Professor of Geography and Director, GeoVISTA Center, Department of Geography, The Pennsylvania State University. He is known for his cross-disciplinary work in the fields of human-centered geographic visualization, scientific and information visualization, and in statistics. Biography Alan MacEachren received a B.A. in geography in 1974 at the Ohio University, an M.A. in geography in 1976 from the University of Kansas and a Ph.D. in geography 1979 from University of Kansas. From 1979 to 1983, he was Assistant Professor of Geography at the Virginia Polytechnic Institute and State University and Director of the Department of Geography Cartography Laboratory. From 1980 to 1983, he was Director of the Department of Geography Spatial Analysis Laboratory, Virginia Polytechnic Institute and State University. In 1983, he became Assistant Professor of Geography at the University of Colorado-Boulder and in 1985 switched to Associa ...
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Side-scrolling Video Game
'' A side-scrolling video game (alternatively side-scroller), is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.IGN Presents the History of SEGA: Coming Home
Hardware support of smooth scrolling backgrounds is built into many games and some game consoles and home computers, including
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Baldur's Gate (video Game)
''Baldur's Gate'' is a fantasy role-playing video game that was developed by BioWare and published in 1998 by Interplay Entertainment. It is the first game in the ''Baldur's Gate'' series and takes place in the Forgotten Realms, a high fantasy campaign setting, using a modified version of the ''Advanced Dungeons & Dragons'' (''AD&D'') 2nd edition rules. It was the first game to use the Infinity Engine for its graphics, with Interplay using the engine for other Forgotten Realms-licensed games, including the ''Icewind Dale'' series, and '' Planescape: Torment''. The game's story focuses on a player-made character who finds themselves travelling across the Sword Coast alongside a party of companions. The game received critical acclaim following its release and was credited for revitalizing computer role-playing games. An expansion pack entitled '' Tales of the Sword Coast'' was released, as was a sequel entitled '' Baldur's Gate II: Shadows of Amn'', which later received its o ...
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Diablo (video Game)
''Diablo'' is an action role-playing video game developed by Blizzard North and released by Blizzard Entertainment in January 1997, and is the first installment in the video game series of the same name. Set in the fictional Kingdom of Khanduras in the mortal realm, the player controls a lone hero battling to rid the world of Diablo, the Lord of Terror. Beneath the town of Tristram, the player journeys through sixteen randomly generated dungeon levels, ultimately entering Hell in order to face Diablo. An expansion pack, '' Diablo: Hellfire'', was released in November 1997 by Synergistic Software. In 1998, Electronic Arts released ''Diablo'' for the PlayStation. This version, developed by Climax Studios, featured direct control of the main character's direction using the PlayStation controller, as opposed to point-and-click movement. A Sega Saturn version was considered by Electronic Arts but never released. ''Diablo'' has been considered one of the greatest games of all time ...
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SimCity 2000
''SimCity 2000'' is a City-building game, city-building Simulation game, simulation video game jointly developed by Will Wright (game designer), Will Wright and Fred Haslam (game designer), Fred Haslam of Maxis. It is the successor to ''SimCity (1989 video game), SimCity Classic'' and was released for Apple Macintosh personal computers in 1993, after which it was released on other platforms over the following years, such as the Sega Saturn and Super Nintendo Entertainment System, SNES game consoles in 1995 and the PlayStation (console), PlayStation in 1996. ''SimCity 2000'' is played from an isometric perspective as opposed to the previous title, which was played from a top-down perspective. The objective of the game is to create a city, develop residential and industrial areas, build infrastructure and collect taxes for further development of the city. Importance is put on increasing the standard of living of the population, maintaining a balance between the different sectors, an ...
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Paperboy (video Game)
''Paperboy'' is an arcade action game developed and published by Atari Games and Midway Games, and released in 1985. The player takes the role of a paperboy who delivers a fictional newspaper called ''The Daily Sun'' along a suburban street on his bicycle. The arcade version of the game featured bike handlebars as the controller. The game was ported to many home systems beginning in 1986. A sequel for home computers and consoles, '' Paperboy 2'', was released in 1991. Gameplay The player controls a paperboy on a bicycle delivering newspapers along a suburban street which is displayed in a cabinet perspective (or oblique projection) view. The player attempts to deliver a week of daily newspapers to subscribing customers, attempts to vandalize non-subscribers' homes and must avoid hazards along the street. Subscribers are lost by missing a delivery or damaging a subscriber's house. If the player loses all of their lives, or runs out of subscribers, the game ends. The game begins w ...
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The Black Gate
Black Gate or Blackgate may refer to: Fictional * Blackgate Penitentiary, a fictional prison in the DC Comics universe * '' Ultima VII: The Black Gate'', Part I of the computer game ''Ultima VII'' * Black Gate or ''Morannon'' in J. R. R. Tolkien's Middle-earth, an entrance to Mordor * '' Batman: Arkham Origins Blackgate'', a 2013 video game * ''Black Gate'' (manga), a Japanese manga written and illustrated by Yukiko Sumiyoshi *'' The Black Gate'', a 1919 American silent film produced by Vitagraph and starring Ruth Clifford Other uses * The Black Gate (The Castle, Newcastle), a building at the archeological site The Castle, Newcastle upon Tyne, England * Black Gate (capacitor), a brand of capacitor * ''Black Gate'' (magazine), a fantasy and science fiction magazine See also * Porta Nigra The Porta Nigra (Latin for ''black gate'') is a large Roman city gate in Trier, Germany. It is today the largest Roman city gate north of the Alps. It was designated as part of the Roman Mo ...
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Engineering Drawing
An engineering drawing is a type of technical drawing that is used to convey information about an object. A common use is to specify the geometry necessary for the construction of a component and is called a detail drawing. Usually, a number of drawings are necessary to completely specify even a simple component. The drawings are linked together by a master drawing or assembly drawing which gives the ''drawing numbers'' of the subsequent detailed components, quantities required, construction materials and possibly 3D images that can be used to locate individual items. Although mostly consisting of pictographic representations, abbreviations and symbols are used for brevity and additional textual explanations may also be provided to convey the necessary information. The process of producing engineering drawings is often referred to as technical drawing or drafting (draughting). Drawings typically contain multiple views of a component, although additional ''scratch views'' may ...
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