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Legends Of Valour
''Legends of Valour'' is a role-playing video game developed by Synthetic Dimensions and released by U.S. Gold and Strategic Simulations in 1992 for the Amiga, Atari ST and MS-DOS, with the additional FM Towns and PC-98 versions in 1993-1994 in Japan only (as ''Legends of Valour: Gouyuu no Densetsu''). As the game was planned to be a first part of the series, its full title is ''Legends of Valour: Volume I – The Dawning''. Plot The protagonist arrives in Mittledorf (possibly from german Mittendorf, ''middle village'') to visit their cousin Sven (named Gareth in the early version). Shortly after their arrival, the city is quarantined due to an outbreak of Pandemic, plague and they are barred from leaving. Sven is missing, and throughout the course of the game the protagonist seeks to find him. This is the starting point of the game's main quest, and throughout the protagonist's mission to find Sven the protagonist restores a king to power and slays a demon. Gameplay The game fea ...
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Synthetic Dimensions
Synthetic Dimensions was a video game developer, 3D graphic design, animation and interactive media company based in Wolverhampton, United Kingdom. It was founded in 1985 in Solihull by Kevin Bulmer and his partner Kate Copestake and closed in 2012. Bulmer successfully took Synthetic public on both OFEX and AIM markets in 2000 (valued at 11 million pounds). It was also known as Dimension Creative Designs, Ltd. (DCD Ltd.). It is part of the Animation Forum West Midlands network.Animation Forum West Midlands , Beyond the Synthetic Dimension


Company history

The company achieved the Innovations Award at the

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Odin
Odin (; from ) is a widely revered god in Norse mythology and Germanic paganism. Most surviving information on Odin comes from Norse mythology, but he figures prominently in the recorded history of Northern Europe. This includes the Roman Empire's partial occupation of Germania ( BCE), the Migration Period (4th–6th centuries CE) and the Viking Age (8th–11th centuries CE). Consequently, Odin has hundreds of names and titles. Several of these stem from the reconstructed Proto-Germanic theonym ''Wōðanaz'', meaning "lord of frenzy" or "leader of the possessed", which may relate to the god's strong association with poetry. Most mythological stories about Odin survive from the 13th-century ''Prose Edda'' and an earlier collection of Old Norse poems, the ''Poetic Edda'', along with other Old Norse items like '' Ynglinga saga''. The ''Prose Edda'' and other sources depict Odin as the head of the pantheon, sometimes called the Æsir, and bearing a spear and a ring. Wid ...
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Tree (data Structure)
In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the ''root'' node, which has no parent (i.e., the root node as the top-most node in the tree hierarchy). These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes (parent and children nodes of a node under consideration, if they exist) in a single straight line (called edge or link between two adjacent nodes). Binary trees are a commonly used type, which constrain the number of children for each parent to at most two. Whe ...
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Sprite (computer Graphics)
In computer graphics, a sprite is a Plane (mathematics), two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term ''sprite'' referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general. Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System, Famicom (1983), Sega Genesis, Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without i ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling Light transport theory, light transport for use in a wide variety of Rendering (computer graphics), rendering algorithms for generating digital image, digital images. On a spectrum of Computation time, computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, #Recursive ray tracing algorithm, recursive ray tracing, Distributed ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still computer-generated imagery, CGI images, and film and television visual effects (VFX), but was less suited to real-time computer graphics, real-time applications such as video games, where Frame rate, speed is critical in rendering each Film frame, frame. Since 2018, however, ...
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Polygon (computer Graphics)
Polygons are used in computer graphics to compose images that are three-dimensional in appearance, and are one of the most popular geometric building blocks in computer graphics. Polygons are built up of vertices, and are typically used as triangles. A model's polygons can be rendered and seen simply in a wire frame model, where the outlines of the polygons are seen, as opposed to having them be shaded. This is the reason for a polygon stage in computer animation. The ''polygon count'' refers to the number of polygons being rendered per frame. Beginning with the fifth generation of video game consoles, the use of polygons became more common, and with each succeeding generation, polygonal models became increasingly complex. Competing methods for rendering polygons that avoid seams * Point ** Floating Point ** Fixed-Point **Polygon **because of rounding, every scanline has its own direction in space and may show its front or back side to the viewer. *Fraction (mathematics) ** ...
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Texture Mapping
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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The Legend Of Darkmoon
''The'' is a grammatical article in English, denoting nouns that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pronoun ''thee'') ...
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The One (magazine)
''The One'' is a discontinued video game magazine in the United Kingdom which covers 16-bit home gaming during the late 1980s and early 1990s. It was first published by EMAP in October 1988 and started with computer games for the Atari ST, Amiga, and IBM PC compatible markets. Like many similar magazines, it contains sections of news, game reviews, previews, tips, help guides, columnist writings, readers' letters, and cover-mounted disks of game demos. The magazine was sometimes criticised for including "filler" content such as articles on Arnold Schwarzenegger with the justification that an upcoming film had a computer game tie-in. History In 1988 the 16-bit computer scene was beginning to emerge. With Commodore's Amiga and Atari's ST starting to gain more and more coverage in the multi format titles, EMAP decided it was time for a dedicated magazine aimed at the user of these 16-bit computers. ''The One for 16-Bit Games'' was launched and covered the Atari ST, Amiga, and ...
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Ultima Underworld
''Ultima Underworld: The Stygian Abyss'' is a 1992 action role-playing game developed by Blue Sky Productions (later Looking Glass Studios) and published by Origin Systems. Set in the fantasy world of the ''Ultima'' series the story takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. The player assumes the role of the Avatar—the ''Ultima'' series's protagonist—and attempts to find and rescue a baron's kidnapped daughter. ''Ultima Underworld'' has been cited as the first role-playing game to feature first-person action in a 3D environment, and it introduced technological innovations such as allowing the player to look up and down. Its design combines simulation elements with concepts from earlier role-playing video games, including '' Wizardry'' and '' Dungeon Master'', which led the game's designers to call it a " dungeon simulation". As such, the game is non-linear and allows for emergent gameplay. ...
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Dwarf (Middle-earth)
In the Tolkien's legendarium, fantasy of J. R. R. Tolkien, the Dwarves are a race inhabiting Middle-earth, the central continent of Arda (Middle-earth), Arda in an imagined mythological past. They are based on the Dwarf (mythology), dwarfs of Germanic myths who were small humanoids that lived in mountains, practising mining, metallurgy, blacksmithing and jewellery. Tolkien described them as tough, warlike, and lovers of stone and craftsmanship. The origins of Tolkien's Dwarves can be traced to Norse mythology; Tolkien also mentioned a connection with Jewish history and language. Dwarves appear in his books ''The Hobbit'' (1937), ''The Lord of the Rings'' (1954–55), and the posthumously published ''The Silmarillion'' (1977), ''Unfinished Tales'' (1980), and ''The History of Middle-earth'' series (1983–96), the last three edited by his son Christopher Tolkien. Characteristics The medievalist Charles Moseley (writer), Charles Moseley described the dwarves of Tolkien's leg ...
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Elf (Middle-earth)
In J. R. R. Tolkien's writings, Elves are the first fictional race to appear in Middle-earth. Unlike Men and Dwarves, Elves do not die of disease or old age. Should they die in battle or of grief, their souls go to the Halls of Mandos in Aman. After a long life in Middle-earth, Elves yearn for the Earthly Paradise of Valinor, and can sail there from the Grey Havens. They feature in '' The Hobbit'' and ''The Lord of the Rings''. Their history is described in detail in '' The Silmarillion''. Tolkien derived Elves from mentions in the ancient poetry and languages of Northern Europe, especially Old English. These suggested to him that Elves were large, dangerous, beautiful, lived in wild natural places, and practised archery. He invented languages for the Elves, including Sindarin and Quenya. Tolkien-style Elves have become a staple of fantasy literature. They have appeared, too, in film and role-playing game adaptations of Tolkien's works. Origins Icelandic folklo ...
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