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Removal of game elements

Removals allow the cheater to remove a game's inhibitors or annoyances. These include gun recoil, bullet spread, and visual effects. Such removals can significantly increase a user's firing accuracy, but may be noticeable to other players. Removals may also consist of removing flash bang effects, which normally make the user's screen appear a bright white and mute their sound. With that particular removal, the user can continue play without loss of audiovisual input. Smoke, sky, hands, ground, doors, and many other elements are also removed

 

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Game Developer Spaces

Main article: List of PlayStation Home Game Spaces#Game Developer Spaces

Video game developers are able to create "Developer Spaces" for their developing company to showcase their products in Home.[106] These spaces act similarly to Game Spaces except they are not for a specific game like the Game Spaces are. These spaces generally have mini-games related to their company or games and offer a wide range of content for purchase based on their company. Currently, nine game developers have made Game Developer Spaces for Home; Namco Bandai, EA Sports, Irem, Q-Games, GAME Ltd., Hudson Entertainment,Konami, LucasArts, and Psygnosis/SCE Studio Liverpool.

 

Namco Bandai was the first to do this with their "Namco Bandai" space in Japan on December 11, 2008. It has also been released in Asia on March 26, 2009 and North America on July 16, 2009.[107] It is unconfirmed for Europe. Their Namco arcade features all of the Namco Museumcollection that can be downloaded from the PlayStation Store in those regions. Irem also teamed up with Home and released the "Irem Square"[108] on February 26, 2009, July 23, 2009, and January 14, 2010 for Japan, Asia, and North America respectively. They have also released another promotional space called the "Irem Seaside of Memories"[109] on August 13, 2009 for both Asia and Japan and March 4, 2010 for North America. This space is the first space to let users go in and under the water. Q-Games has released a museum show casing four of their games from their hit series PixelJunk. This museum was released on September 24, 2009 for Japan and October 9, 2009 for North America.[110]

 

EA Sports (currently unavailable for updating reasons) is the biggest third-party supporter for Home having released a total of five spaces, many virtual items, and are still developing more content for Home. They released the long awaited "EA Sports Complex" on April 23, 2009 for Europe and North America. The EA Sports Complex was developed by Heavy Water for EA Sports.[111] EA Sports updates the Complex frequently and it now features five rooms; the EA Sports Racing Complex, the EA Sports Golf Complex, the EA Sports Complex Green Poker Room, the EA Sports Complex Red Poker Room, and Club Fight Night, which is the game space for Fight Night Round 4.[112] The EA Sports Complex was released to Japan on October 9, 2009. Each room features a mini-game, each with different rewards. EA has also released sports jerseys for the NFL, and NCAA college football and basketball jerseys. From October to November 2009, EA Sports teamed up with the Home team to produce and distribute exclusive virtual items (black jerseys with a the number 9 and Brees both colored pink) that served to support National Breast Cancer Awareness Month. 100% of proceeds from these items went toward the Brees Dream Foundation in support of breast cancer research and awareness programs.[110][113] On November 25, 2009, Fight Night Round 4 producers Mike Mahar and Brian Hayes were in Home between the hours of 4:00pm and 5:00pm PT (7:00pm and 8:00pm EST), for a live chat with the PlayStation Home community in one instance of the Club Fight Night space.[114]

 

SCEJ have also announced that Sony have given licenses to 24 companies to produce content for Home. As well as independent Japanese developers (such as Irem and Koei) the list also includes international companies such as Activision, Capcom, Tecmo, Disney Interactive, Electronic Arts, Konami, Namco Bandai, Sega, and Ubisoft.[115]

 

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A priori pruning

Where most of the objects involved are fixed, as is typical of video games, a priori methods using precomputation can be used to speed up execution.

 

Pruning is also desirable here, both n-body pruning and pairwise pruning, but the algorithms must take time and the types of motions used in the underlying physical system into consideration.

 

When it comes to the exact pairwise collision detection, this is highly trajectory dependent, and one almost has to use a numerical root-finding algorithm to compute the instant of impact.

 

As an example, consider two triangles moving in time v1(t),v2(t),v3(t) and v4(t),v5(t),v6(t). At any point in time, the two triangles can be checked for intersection using the twenty planes previously mentioned. However, we can do better, since these twenty planes can all be tracked in time. If P(u,v,w) is the plane going through points u,v,w in http://upload.wikimedia.org/math/c/3/5/c35ed5f43a2953196b55e5207a2c959e.png then there are twenty planes P(vi(t),vj(t),vk(t)) to track. Each plane needs to be tracked against three vertices, this gives sixty values to track. Using a root finder on these sixty functions produces the exact collision times for the two given triangles and the two given trajectory. We note here that if the trajectories of the vertices are assumed to be linear polynomials in t then the final sixty functions are in fact cubic polynomials, and in this exceptional case, it is possible to locate the exact collision time using the formula for the roots of the cubic. Some numerical analysts suggest that using the formula for the roots of the cubic is not as numerically stable as using a root finder for polynomials.[citation needed]

 

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The behaviour of root-finding algorithms is studied in numerical analysis. Algorithms perform best when they take advantage of known characteristics of the given function. Thus an algorithm to find isolated real roots of a low-degree polynomial in one variable may bear little resemblance to an algorithm for complex roots of a "black-box" function which is not even known to be differentiable. Questions include ability to separate close roots, robustness in achieving reliable answers despite inevitable numerical errors, and rate of convergence.
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