Saturday, January 5, 2008

Learning:2.5D (two-and-a-half dimensional.

The term is usually used with computer graphics, especially video games, where a computer system uses 2D computer graphics to visually simulate 3D computer graphics. One such method is where a 2D image has an added "depth" channel or Z-buffer which may act like a height map. The term is also used to describe 3D scenes built completely or partially from a composite of flat 2D images; and also where gameplay is restricted to a 2D plane while the display uses 3D graphics and 3D models.

While a 2D game usually allows movement only vertically and horizontally, a pseudo-3D game most often gives depth as a third dimension of acting. It was a big step in gaming history from abstract graphics towards realistic graphics. The passage to texture mapping is fluent. Technically all graphics displayed on a screen are 2D, which makes Pseudo-3D impossible to concisely define. For example, '3D' games such as Quake are subject to gimbal lock which imposes certain movement constraints on the player, despite the common perception of a true 3D environment.

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