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Die By The Sword
''Die by the Sword'' is a swordfighting action-adventure video game developed by Treyarch and published by Tantrum Entertainment (a sub-brand of Interplay Productions) on March 27, 1998. The game allows players to independently command the movement and swordfighting of their in-game avatars; running, jumping and turning with one hand, while simultaneously slashing, stabbing and parrying with the other. ''Die by the Sword'' also offered deathmatch and cooperative multiplayer play in its arena mode, where players could stage fights with up to three other players. The expansion pack ''Limb from Limb'' was released on December 31, 1998, and added another main quest for the single-player campaign, enhanced multiplayer through a selection of significantly more creative arenas, and introduced new playable characters such as the Minotaur. A spiritual successor to ''Die by the Sword'' was released in 2000 exclusively for the Dreamcast, entitled '' Draconus: Cult of the Wyrm''. Gameplay T ...
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Treyarch
Treyarch Corporation ( ; formerly Treyarch Invention LLC) is an American video game developer based in Santa Monica, California. Founded in 1996 by Peter Akemann and Doğan Köslü, it was acquired by Activision in 2001. The studio is known for its work for the ''Call of Duty'' series, which it develops alongside Infinity Ward, Sledgehammer Games, and Raven Software. History Treyarch was founded in 1996 as Treyarch Inventions and was acquired by Activision in 2001. In 2005, Gray Matter Studios was merged into Treyarch. As part of the 2007 Leipzig Games Convention, Activision announced that Treyarch would be one of three developers behind their first James Bond based game, '' 007: Quantum of Solace''. The game was released on October 31, 2008 in Europe and November 4, 2008 in North America. Vicarious Visions developed the Nintendo DS version and Eurocom developed the PlayStation 2 version. Treyarch is a major developer in the ''Call of Duty'' series. '' Call of Duty: Black Ops I ...
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GamePro
Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its hea ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film ( CGI). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respon ...
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Motion Capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2-D or 3-D computer animation.Andrew Harris Salomon, Feb. 22, 2013, Backstage MagazineGrowth In Performance Capture Helping Gaming Actors Weather Slump Accessed June 21, 2014, "..But developments in motion-capture technology, as well as new gaming consoles expected from Sony and Microsoft within the year, indicate that this niche continues to be a growth area for actors. And for those who have thought about breaking in, the message is clear: Get busy...."Ben Child, 12 August 2011, The GuardianAndy Serkis: why won't Oscars go ape over motion-capture acting? Star of Rise of the Planet ...
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Imagine Media
Future US, Inc. (formerly known as Imagine Media and The Future Network USA) is an American media corporation specializing in targeted magazines and websites in the video games, music, and technology markets. Headquartered in New York City, the corporation has offices in: Alexandria, Virginia; Minneapolis, Minnesota; and Washington, D.C. Future US is owned by parent company, Future plc, a specialist media company based in Bath, Somerset, England. History The company was established when Future plc acquired struggling Greensboro ( N.C.) video game magazine publisher GP Publications, publisher of ''Game Players'' magazine, in 1994. The company launched a number of titles including ''PC Gamer'', and relocated from North Carolina to the San Francisco Bay Area, occupying various properties in Burlingame and South San Francisco. When Chris Anderson, the founder of Future plc, sold Future to Pearson plc he retained GP, renamed Imagine Media, Inc. in June 1995, and operated it as ...
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Next Generation (magazine)
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's ''Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and ''Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known as "Lif ...
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The Bilestoad
''The Bilestoad'' is a video game by Marc Goodman (credited as "Mangrove Earthshoe") for the Apple II and published in 1982 by Datamost. In ''The Bilestoad'', players control "meatlings" that hack and battle with axes and shields from a top-view perspective. The name is derived from the German words ''Beil'' (axe) and ''Tod'' (death). The odd spelling reflects Goodman's idea of a future language similar to '' A Clockwork Orange'''s Nadsat in which English has been modified by the borrowing of foreign words. Although the game may seem medieval, the backstory in the manual explains that the axe fighting is actually a future virtual reality game designed to reduce real violence. According to the author, influences for ''The Bilestoad'' include the movie ''Excalibur'' and '' Monty Python and the Holy Grail''. Gameplay The game can be played online in an Apple II emulatohere ''The Bilestoad'' allows a human player to fight against either a computer-controlled opponent or anothe ...
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Game Artificial Intelligence
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Laptop
A laptop, laptop computer, or notebook computer is a small, portable personal computer (PC) with a screen and alphanumeric keyboard. Laptops typically have a clam shell form factor with the screen mounted on the inside of the upper lid and the keyboard on the inside of the lower lid, although 2-in-1 PCs with a detachable keyboard are often marketed as laptops or as having a "laptop mode". Laptops are folded shut for transportation, and thus are suitable for mobile use. They are so named because they can be practically placed on a person's lap when being used. Today, laptops are used in a variety of settings, such as at work, in education, for playing games, web browsing, for personal multimedia, and for general home computer use. As of 2022, in American English, the terms ''laptop computer'' and ''notebook computer'' are used interchangeably; in other dialects of English, one or the other may be preferred. Although the terms ''notebook computers'' or ''notebooks'' or ...
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Blocking (martial Arts)
In martial arts, blocking is the act of stopping or deflecting an opponent's attack for the purpose of preventing injurious contact with the body. A block usually consists of placing a limb across the line of the attack. Examples in specific arts Styles and types of blocking, as well as terminology, vary widely among the various martial arts. In Japanese martial arts such as Karate, these techniques are referred to as ''uke waza''. Examples include ''age uke'' (rising block) and ''shuto uke'' (knife hand guarding block). In Korean martial arts such as taekwondo, these techniques are referred to as (막기), with some examples being (rising block) and (knifehand guarding block). Some martial arts, such as Capoeira, reject blocking techniques completely as they consider them too inefficient. In Capoeira, they use evasion instead of blocking. Types of blocks Inside blocks An inside block deflects a strike away from the defender and away from the attacker. For example, again ...
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Computer Keyboard
A computer keyboard is a peripheral input device modeled after the typewriter keyboard which uses an arrangement of buttons or keys to act as mechanical levers or electronic switches. Replacing early punched cards and paper tape technology, interaction via teleprinter-style keyboards have been the main input method for computers since the 1970s, supplemented by the computer mouse since the 1980s. Keyboard keys (buttons) typically have a set of characters engraved or printed on them, and each press of a key typically corresponds to a single written symbol. However, producing some symbols may require pressing and holding several keys simultaneously or in sequence. While most keys produce characters (letters, numbers or symbols), other keys (such as the escape key) can prompt the computer to execute system commands. In a modern computer, the interpretation of key presses is generally left to the software: the information sent to the computer, the scan code, tells it only whi ...
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Computer Mouse
A computer mouse (plural mice, sometimes mouses) is a hand-held pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows a smooth control of the graphical user interface of a computer. The first public demonstration of a mouse controlling a computer system was in 1968. Mice originally used two separate wheels to track movement across a surface: one in the X-dimension and one in the Y. Later, the standard design shifted to utilize a ball rolling on a surface to detect motion. Most modern mice use optical sensors that have no moving parts. Though originally all mice were connected to a computer by a cable, many modern mice are cordless, relying on short-range radio communication with the connected system. In addition to moving a cursor, computer mice have one or more buttons to allow operations such as the selection of a menu item on a display. Mice often also feature ...
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