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Ad libitum [116K]
3 years ago
15

Select the correct answer.

Computers and Technology
1 answer:
WINSTONCH [101]3 years ago
7 0

i think its B) Theme

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What is meant by ‘LASER’?
Zanzabum
Light Amplification by Stimulated Emission of Radiation
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What is the best software for game design
riadik2000 [5.3K]

The 2D Design Engines

10. Sploder

This program should be labeled a product for the very novice of game designers and developers. It features a very simple interface that can be used to make shooters and platformers. The custom game, which Sploder creates, always comes out as flash, which is arguably one of the best places to start anyway. It features a drag and drop interface, and your games can also be shared with other Sploder users, making it a community application.

9. RPG Maker XP

Yet another beginner program RPG Maker is well known all around the gaming community as an awesome place to start designing. It features many tropes of those old 16bit RPG games that were in the rage during the early 90’s. Along the way, the program usually holds your hand through the process of creating your world and story, which is also supplemented by countless FAQs and forums discussing the program.

8. Multimedia Fusion 2

For the fledgling designer who has more than a few games under their belt, Multimedia Fusion 2 is the next logical step in design. It contains and intricate system that details a lot of design when it comes to levels, characters, and actions. The design also allows for easy assignment of behaviors to objects, as everything can be done through dragging and a little bit of event planning. Overall, this is a powerful program that any designer should try out in the long run.

7. Construct Classic

Construct Classic shares a lot of the same tropes with easy to use designing software in that it is very easy to use. The classic version of this program boasts the ability to create Direct X titles with the addition of an awesome physics engine, even system, and fully realized pixel shader effects. The program is ideal for creating prototypes, but can also be used to make simple games.

6. Flixel

In terms of 2D game design, Flixel reigns supreme because of one very important fact. A created game with the Flixel engine can be distributed freely, with no need to purchase a license to distribute the said game. It also got one of the most supportive forums as the program is constantly updated with improved collision and even boxes, along with countless 2D objects.

The 3D Design Engines

5. UDK (Unreal Development Kit)

The Unreal Engine is an iconic design program, and there are tons of titles that prove the very same. It has been in use for so many years that no one can dispute how powerful it really is. At the same time, it’s a very good intermediate level design program, as it features a full 3D workspace where designs for levels and characters can all be made. Be forewarned though, this is a very professional program, and if you intend to create game, you’ll have to pay $100 plus royalties for each sale.

4. Blitz Max

For beginners that want to upgrade from 2D to 3D without too many hiccups, Blitz Max is the perfect tool to translate that journey. It features a very fundamental approach to 3D games design, buy at the same time, it doesn’t restrict the user in too many ways. In terms of graphical quality, don’t expect too much out of it as the aesthetics are based on the most fundamental designs.

3. Pygame

One of the reasons why Pygame is on this list is because it deals with the Python programming language. This makes it a very big contender as Python mostly belongs the PS3 format, and is a tricky language to master. However, this program, with the many countless tutorial books makes it easier to grasp every concept required in making games.

2. XNA Games Studio

XNA is the prime language you should pick if you’re really considering getting serious with games design and creation. The design program has countless different titles under its already well established repertoire, and that is still fast growing. However, you also have to be aware that the software is on the technical side of design, as you may see in games Spelunky or Magicka.

1. Unity3D

We can’t all be masters of programming languages, and certainly, not all of us have the ability to create game engines from scratch. This is basically the idea behind Unity 3D, and it upholds that same ideal very well because it takes a very hands-off approach to your design. There are many different tutorials on how you can get started on this engine, so starting now might be beneficial to you.

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3 years ago
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when using screwdrivers you should always be aware that the screwdriver blade might slip out of the slot and strike you in the .
ELEN [110]

When using screwdrivers you should always be aware that the screwdriver blade might slip out of the slot and strike you in the:

  • -hand
  • -eye
  • -mouth

<h3>What is a Screwdriver?</h3>

A screwdriver is said to be a kind of a modern tool that can come in a manual or powered type and it is one that is often used for turning screws.

Note that a typical simple screwdriver is one that has a handle as well as a shaft and it is also one that is often ending in a tip where a given user can be able to put their hands into the screw head before turning the handle.

Therefore, when using screwdrivers you should always be aware that the screwdriver blade might slip out of the slot and strike you in the:

  • -hand
  • -eye
  • -mouth

Learn more about screwdrivers  from

brainly.com/question/20717091

#SPJ4

3 0
1 year ago
The size of the board is one of the differences between Elevens and Thirteens. Why is size not an abstract method?
Levart [38]

Answer:

The program keeps track of the size of the board in cards.size(). The sub class sets this by passing it into the constructor. After that, the subclass never cares about the size of the board, so it's not necessary to make it accessible with an abstract method. Any need for it is covered by cardIndexes method.

Explanation:

The differences between Elevens and Thirteens

The program keeps track of the size of the board in cards.size(). The sub class sets this by passing it into the constructor. After that, the subclass never cares about the size of the board, so it's not necessary to make it accessible with an abstract method. Any need for it is covered by cardIndexes method.

5 0
3 years ago
5)What are the differences in the function calls between the four member functions of the Shape class below?void Shape::member(S
Stells [14]

Answer:

void Shape :: member ( Shape s1, Shape s2 ) ; // pass by value

void Shape :: member ( Shape *s1, Shape *s2 ) ; // pass by pointer

void Shape :: member ( Shape& s1, Shape& s2 ) const ; // pass by reference

void Shape :: member ( const Shape& s1, const Shape& s2 ) ; // pass by const reference

void Shape :: member ( const Shape& s1, const Shape& s2 ) const ; // plus the function is const

Explanation:

void Shape :: member ( Shape s1, Shape s2 ) ; // pass by value

The s1 and s2 objects are passed by value as there is no * or & sign with them. If any change is made to s1 or s2 object, there will not be any change to the original object.

void Shape :: member ( Shape *s1, Shape *s2 ) ; // pass by pointer

The s1 and s2 objects are passed by pointer as there is a * sign and not & sign with them. If any change is made to s1 or s2 object, there will be a change to the original object.

void Shape :: member ( Shape& s1, Shape& s2 ) const ; // pass by reference

The s1 and s2 objects are passed by reference  as there is a & sign and not * sign with them. If any change is made to s1 or s2 object.

void Shape :: member ( const Shape& s1, const Shape& s2 ) ; // pass by const reference

The s1 and s2 objects are passed by reference  as there is a & sign and not * sign with them. The major change is the usage of const keyword here. Const keyword restricts us so we cannot make any change to s1 or s2 object.

void Shape :: member ( const Shape& s1, const Shape& s2 ) const ; // plus the function is const

The s1 and s2 objects are passed by reference  as there is a & sign and not * sign with them. const keyword restricts us so we cannot make any change to s1 or s2 object as well as the Shape function itself.

5 0
3 years ago
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