Line Of Sight (gaming)
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Line Of Sight (gaming)
Line of sight, sometimes written line-of-sight or abbreviated to LoS, is the visibility (that is, who can see what) on the playing field in wargames and some role-playing games (RPGs). Many abilities can only be used on entities within a character's line of sight. In some games, miniature figures are used to determine line of sight. Many wargames use counters to represent units and determine line of sight. A common technique is to hold a length of thread between two counters. If the thread, held straight, doesn't encounter any obstacles, the line of sight is valid. The first computer game to implement line of sight graphics was ''Dungeon'', which was played on a PDP-10 mainframe computer (1975). Examples A tank behind a tall hill would not be able to see an enemy tank on the other side of the hill. Therefore, the first tank does not have a line of sight to the enemy tank. Conversely, a squad of soldiers atop the hill may be able to see both tanks, though the tanks may not ...
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Wargaming
A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames recreate specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat as well. Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4: "The .S. Naval War College's War Gaming Departmentuses the Perla (1990) definition, which describes w ...
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First-person Shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D and pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral. The first-person shooter genre has been traced back to ''Wolfenstein 3D'' (1992), which has been credited with creating the genre's basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity, was ''Doom'' (1993), often considered the most influential game in this genre; for some years, the term ''Doom'' clone was used to designate this genre due to ''Doom''s i ...
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Live Action Role-playing Game
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world enviro ...
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Min/max Kd-tree
A min/max ''k''d-tree is a ''k''-d tree with two scalar values - a minimum and a maximum - assigned to its nodes. The minimum/maximum of an inner node is equal to the minimum/maximum of its children's minima/maxima. Construction Min/max ''k''d-trees may be constructed recursively. Starting with the root node, the splitting plane orientation and position is evaluated. Then the children's splitting planes and min/max values are evaluated recursively. The min/max value of the current node is simply the minimum/maximum of its children's minima/maxima. Properties The min/max ''k''dtree has - besides the properties of an ''k''d-tree - the special property that an inner node's min/max values coincide each with a min/max value of either one child. This allows to discard the storage of min/max values at the leaf nodes by storing two bits at inner nodes, assigning min/max values to the children: Each inner node's min/max values will be known in advance, where the root node's min/max values ...
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Implicit K-d Tree
An implicit ''k''-d tree is a ''k''-d tree defined implicitly above a rectilinear grid. Its split planes' positions and orientations are not given explicitly but implicitly by some recursive splitting-function defined on the hyperrectangles belonging to the tree's nodes. Each inner node's split plane is positioned on a grid plane of the underlying grid, partitioning the node's grid into two subgrids. Nomenclature and references The terms " min/max ''k''-d tree" and "implicit ''k''-d tree" are sometimes mixed up. This is because the first publication using the term "implicit ''k''-d tree" did actually use explicit min/max ''k''-d trees but referred to them as "implicit ''k''-d trees" to indicate that they may be used to ray trace implicitly given iso surfaces. Nevertheless, this publication used also slim ''k''-d trees which are a subset of the implicit ''k''-d trees with the restriction that they can only be built over integer hyperrectangles with sidelengths that are powers ...
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Bresenham's Line Algorithm
Bresenham's line algorithm is a line drawing algorithm that determines the points of an ''n''-dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only integer addition, subtraction and bit shifting, all of which are very cheap operations in commonly used computer instruction sets such as x86_64. It is an incremental error algorithm, and one of the earliest algorithms developed in the field of computer graphics. An extension to the original algorithm may be used for drawing circles. While algorithms such as Wu's algorithm are also frequently used in modern computer graphics because they can support antialiasing, Bresenham's line algorithm is still important because of its speed and simplicity. The algorithm is used in hardware such as plotters and in the graphics chips of modern graphics cards. It can also be fou ...
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Roguelike
Roguelike (or rogue-like) is a subgenre of role-playing computer games traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role playing games such as ''Dungeons & Dragons''. Though '' Beneath Apple Manor'' predates it, the 1980 game '' Rogue'', which is an ASCII based game that runs in terminal or terminal emulator, is considered the forerunner and the namesake of the genre, with derivative games mirroring ''Rogue''s character- or sprite-based graphics. These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to hundreds of variants. Some of the better-known variants include ''Hack'', ''NetHack'', ''Ancient Domains of Mystery'', '' Moria'', '' Angband'', ''Tales of Maj'Eyal'', and ''Dungeon Crawl Stone Soup''. ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminology, s ...
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Stealth Game
A stealth game is a type of video game in which the player primarily uses ''stealth'' to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers. Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including '' Pac Man'' (1980). Early maze games have been credited with spawning the genre, including ''Manbiki Shounen'' (1979), ''Lupin III'' (1980), ''Castle Wolfenstein'' (1981) ...
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Strategy Game
A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness. Strategy games are also seen as a descendant of war games, and define strategy in terms of the context of war, but this is more partial. A strategy game is a game that relies primarily on strategy, and when it comes to defining what strategy is, two factors need to be taken into account: its complexity and game-scale actions, such as each placement in a Total War series. The definition of a strategy game in its cultural context should be any game that belongs to a tradition that goes back to war games, contains more strategy than the average video game, contains certain gameplay conventions, and is represented by a particular community. Although war is dominant in strate ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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