By Bill Tarr
Abundantly illustrated, easy-to-follow advisor indicates starting and veteran prestidigitators tips on how to effectively practice over a hundred methods, together with The Inexhaustible Hat, The minimize and Restored Turban, The chinese language earrings, The emerging playing cards, metal via metal, hands That See and dozens of alternative striking feats — each one graded in keeping with difficulty.
A step by step advisor to acting a hundred and one magic methods utilizing simply to be had items as props.
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Extra resources for 101 Easy-to-Do Magic Tricks
Safe zone and safe frame The safe zone refers to a region of the display device that borders all four sides; it is possible to have information obscured by the physical border of the display device within this region. 4 (Continued) occurs where the curvature of the display device is reasonably large or the border of the display overlaps the actual screen itself. However, modern displays tend to be flatter and have thinner borders, often avoiding this problem. Nonetheless, since this region remains in the periphery of the viewer’s eyesight, it is generally advisable to avoid placing important status information in this region.
Acceleration. Conversely, by reducing the FOV, an effect of zooming closer to elements aligned with the camera view occurs. This latter effect is typically used to simulate the view from a sniper rifle. Some of the distinguishing characteristics of 3D presentations are as follows. n May present a view of a 3D environment rendered in a perspective, orthographic, axonometric, or other projection. These terms are discussed in detail in Chapter 4. 46 CHAPTER 2 Camera fundamentals n Projected view of the game world changes dynamically with game play.
Often the calculation of the look-at position varies according to the player character’s position, movement speed, or actions. Camera presentation styles We may consider the presentation of the game world as a major distinguishing characteristic of game cameras, since it will greatly affect the viewer’s experience. , two-dimensional) or perspective (threedimensional) rendering of the game world. Though not entirely accurate, these presentation styles may be referred to as 2D or 3D cameras for our convenience.