A space flight simulation is a genre of flight simulator video games that lets players experience space flight to varying degrees of realism. Common mechanics include space exploration, space trade and space combat.
Some games in the genre aim to recreate a realistic portrayal of space flight, involving the calculation of orbits within a more complete physics simulation than pseudo space flight simulators. Others focus on gameplay rather than simulating space flight in all its facets. The realism of the latter games is limited to what the game designer deems to be appropriate for the gameplay, instead of focusing on the realism of moving the spacecraft in space. Some "flight models" use a physics system based on Newtonian physics, but these are usually limited to maneuvering the craft in its direct environment, and do not take into consideration the orbital calculations that would make such a game a simulator. Many of the pseudo simulators feature faster than light travel.
Examples of true simulators which aim at piloting a space craft in a manner that conforms with the laws of nature include Orbiter, Kerbal Space Program and Microsoft Space Simulator. Examples of more fantastical video games that bend the rules of physics in favor of streamlining and entertainment, include Wing Commander, Star Wars: X-Wing and Freelancer.
The modern space flight game genre emerged at the point when home computers became sufficiently powerful to draw basic wireframe graphics in real-time. The game Elite is widely considered to be the breakthrough game of the genre, and as having successfully melded the "space trading" and flight sim genres. Elite was highly influential upon later games of its type, although it did have some precursors. Games similar to Elite are sometimes called "Elite-clones".
Space flight games and simulators, at one time popular, had for much of the new millennium been considered a "dead" genre. However, open-source and enthusiast communities managed to produce some working, modern titles (e.g.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Continuous Improvement encompasses the ongoing effort to capture, create, and deliver value to internal and external customers. This course empowers students to lead teams and harness technology to im
This course builds on environmental chemistry and microbiology taken in previous courses. The emphasis is on quantification using the public domain package, PHREEQC, which is an excellent computation
Introduction to systems engineering using the classical V-model. Topics include stakeholder analysis, requirements definition, concept selection, design definition and optimization, system integration
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 a protagonist or antagonist which is armed, and then 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.
Elite is a space trading video game. It was written and developed by David Braben and Ian Bell and originally published by Acornsoft for the BBC Micro and Acorn Electron computers in September 1984. Elites open-ended game model, and revolutionary 3D graphics led to it being ported to virtually every contemporary home computer system and earned it a place as a classic and a genre maker in gaming history. The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite".
In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto III (2001) and Minecraft (2011). Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains.
The focus of this short review is directed towards investigations of the dynamics of nanostructured metallic heterogeneous catalysts and the evolution of interfaces during reaction-namely, the metal-gas, metal-liquid, and metal-support interfaces. Indeed, ...
Modern information technologies and human-centric communication systems employ advanced content representations for richer portrayals of the real world. The newly adopted imaging modalities offer additional information cues and permit the depiction of real ...
This paper provides a validation of a novel sampling, storage, and evaluation method named raytraverse that can quickly and accurately compute glare and visual comfort metrics including vertical illuminance, Daylight Glare Probability (DGP), and Unified Gl ...