Gravity Shot: Planet Destroyer Mac OS

Gravity Shot: Planet Destroyer Mac OS

May 30 2021

Gravity Shot: Planet Destroyer Mac OS

Motion is the powerful motion graphics tool that makes it easy to create cinematic 2D, 3D, and 360° titles, fluid transitions, and realistic effects in real time. And with its Metal engine and improved performance and efficiency on Mac computers with Apple silicon, Motion lets you build and play back effects at incredible speeds.

Motion is the powerful motion graphics tool that makes it easy to create cinematic 2D, 3D, and 360° titles, fluid transitions, and realistic effects in real time. And with its Metal engine and improved performance and efficiency on Mac computers with Apple silicon, Motion lets you build and play back effects at incredible speeds. Dec 31, 2020 Mac OS: ⌥ Option (e. ⌥ Opt+L) Linux: KSP 1.1+: Right-Shift (e. Right-Shift+L) Don't confuse this with Left-Shift, which will fire your engines! KSP 1.0.5 and earlier uses a different key, which can cause issues in some window managers when playing in windowed mode. As an example, Mod+L locks the current stage.

Your graphics in Motion.

Designed with editors in mind, Motion’s streamlined interface and incredible performance lets you create and play back titles, transitions, and effects in real time. Take the guesswork out by seeing your designs without the need to render.

Gravity Shot: Planet Destroyer Mac OS

Design in a modern interface that matches the look of Final Cut Pro and puts the focus on your work. Easily locate assets using visual content browsers, then build motion graphics with a logical layers list, full-length timeline, and keyframe editor. It’s simple to customize the interface to match the way you work.

Motion is the best way to build effects for Final Cut Pro projects, including titles, transitions, generators, filters, and more. Save any effect to make it immediately available in Final Cut Pro, where you can apply adjustments right in the video editor. And instantly jump back to Motion at any time for more advanced changes.

Create Smart Motion Templates that include USDZ 3D objects and use them in Final Cut Pro. Publish any parameter to a template, or create rigs that let you control a group of parameters with a simple slider, pop-up menu, or checkbox. If you set up templates with multiple aspect ratios, Final Cut Pro automatically uses the correct layout based on your footage.

Motion boasts an enormous ecosystem of third-party plug-ins and templates that complement the power of the app. Download tools for enhanced tracking and 3D object creation, or choose from thousands of templates with gorgeous titles, transitions, and effects to use as is or customize to fit your project.

With its modern Metal architecture, Motion uses the power of today’s high-performance GPUs to speed up tasks throughout the app and play back motion graphics in real time as you create them. Combine 3D objects, cameras, lights, and emitters with other complex elements, and view your results instantly. And since Motion shares a render engine with Final Cut Pro, you’ll get consistent speed and quality across applications.

New

3D Objects

Quickly import USDZ 3D models, then easily and precisely adjust their position, rotation, and scale using Behaviors or the Keyframe Editor. For even more stunning results, add cameras to a scene or combine objects with emitters, replicators, cameras, and more.

New

Stroke Filter

Easily outline the edges of any video, image, or text element with the Stroke Filter. Create a custom look by choosing from a solid or gradient color, or add multiple strokes using a gradient outline.

Advanced Color Correction

Fine-tune hue, saturation, and brightness with the same advanced color wheels available in Final Cut Pro. Target and adjust specific color ranges by using the eye dropper with color, hue, and saturation curves. Then, view your pristine graphics in stunning HDR on Mac or Pro Display XDR.

Optimized for Mac Pro

Design and create faster than ever before with Motion on the new Mac Pro. Motion takes advantage of all the GPUs in your Mac and uses up to 28 CPU cores in processor-intensive ProRes workflows. Motion is also optimized for the Afterburner card to accelerate ProRes projects, so you can design motion graphics and watch your results instantly in groundbreaking 8K resolution.

Powerful design tools.

Motion features a real-time design engine that lets you see your work immediately, along with a deep set of tools and content for creating and animating complex motion graphics.

Nibiru

Build brilliant 2D, 3D, and 360° compositions by choosing from more than 1,900 Apple-designed, royalty-free graphics — including vector artwork, high-resolution images, animations, and 60 USDZ 3D models that come pre-installed in Motion.

Control the timing and position of elements in your animation using intuitive keyframe tools. Use flexible curve interpolation for smooth parameter changes. Draw curves using a freehand tool, or move, stretch, and condense groups of keyframes using the Transform box.

Create natural-looking motion without the need for complex calculations using preset behaviors like Gravity, Throw, and Vortex. Use Text behaviors that animate letters, words, or lines across the screen. Or apply the Overshoot behavior to easily create spring-loaded animations. You can even combine behaviors for more advanced motion animations.

Create high-quality animated backgrounds with built-in generators — each with parameters to customize the look and style of the animation. Choose from a collection of standard shapes or unique designs. All generators can be used as bump maps or textures on other objects — including 3D text.

A 2D and 3D view of your titles.

Easily create beautiful 2D and 3D titles that you can animate with drag-and-drop behaviors and intuitive text animation tools.

Create text using your favorite fonts and adjust its position, opacity, and rotation. Manipulate vector-based characters with pristine sharpness, and apply Text behaviors to add complex word and character animations easily. Motion is built on the CoreText engine, which ensures that glyphs, characters, and emoji render correctly every time.

Build 3D titles from scratch, design them with easy-to-use templates, or instantly convert any existing 2D title to 3D. Customize your 3D text with over 90 Apple-designed organic and artificial materials — or create your own — and see your results instantly. You can even choose from a variety of lighting rigs or create depth-of-field effects to give your titles an ultrarealistic look that matches the environment perfectly.

Quickly animate text on or off the screen by choosing from more than 100 behaviors including Type On, Blur Out, and Text-on-a-Path, which sets your text in motion on a trajectory that angles, bends, or twists. You can also create unique animations by moving letters just where you want them.

With text generators you can automate tasks that would take hours to complete by hand. Count up and down in sequence, change text randomly, add a timecode sequence, and more.

Use Credit Rolls to set up a scroll in just a few steps — even for long lists of production credits. Import a text file or type the credits directly into a Motion project, then use the Scroll behavior to automatically animate the speed of the credits based on your project length.

Stunning effects.

Just drag and drop to assemble impressive animations, with a choice of more than 200 filters and effects built into Motion. Then fine-tune your work with precise controls. Bingo hall ag.

Use realistic particle systems to create effects including smoke and sparkles — or add dazzling details to any animation. Choose from over 200 particle presets or design your own and see your creations in real time. Or, create stunning geometric patterns in 2D or 3D using replicators. Go to the next level by adding 3D objects to both particle systems and replicators.

Choose from over 140 paintbrush presets or design your own using color gradients or QuickTime files. Create pressure-sensitive brushstrokes that paint gradient colors or particle dabs. And easily make vector‑based strokes weave through 3D space.

Motion suggests the best tracking points so you can quickly create paths to track moving objects in any clip. You can attach images, particles, filters, paint strokes, or the control points of a mask to any tracking path.

How to win on slots. Image stabilization lets you smooth a bumpy camera move or lock down a shaky shot, without time‑consuming setup. And SmoothCam eliminates jitters and bumps — so it looks like your footage was shot on a tripod while still retaining camera moves like pans, tilts, and zooms.

Create an accurate chroma key in a single step with the easy drag-and-drop Keying filter. If the green- or blue-screen background in your footage is unevenly lit, you can use advanced controls, including an intuitive color wheel, to fine-tune adjustments. Plus, you can play back the results without needing to render.

360° video.
A new spin on your projects.

Motion features a robust 360 VR motion graphics workflow with real-time visualization for a VR headset, so you can design 360° titles, generators, and filters that perfectly map to your VR scene. Instantly apply those effects to your Final Cut Pro timeline and export a video optimized for YouTube, Facebook, and other popular video destinations.

Create 360° titles in 2D and 3D. View them in real time with a VR headset or use the Look Around view to pan across your project in the viewer. 360° titles resize automatically when you move them within your VR scene and can be keyframed to change their look and position over time. Save your work as a 360° Motion template to access it easily in Final Cut Pro.

Design custom 360° graphics or apply bundled effects like 360° blurs, glows, and particle systems to add realism to your VR scene. You can even create 360° generators and place any graphic, still, USDZ 3D object, or video into a 360° project — then reposition and resize to fit.

Create mind-bending effects with 360° video in non-360° projects. Adjust tilt, pan, roll, and field of view for spherical looks and animations. Then apply keyframes for perspective-inverting effects that change over time.

3D

Instantly transition from 2D to 3D space by adding a camera or cameras to any 2D project while preserving your 2D groups. Animate and adjust the cameras to create smooth, realistic 3D movement. Free online poker games for fun.

Shadows

Set up point lights and spot lights to cast shadows across objects. Fine-tune shadow appearance by specifying colors and edge types. When you set your elements in motion, shadows animate dynamically with the movement of objects and lights.

Reflections

Turn any shape, video plane, or paint stroke into a reflective surface. Add blur to soften reflections and use the Falloff feature to fade reflections as the object moves away from the light.

FxPlug

FxPlug is a powerful Apple‑designed plug‑in architecture for filters and effects. Choose from more than 130 built-in FxPlug filters and generators. And explore the thriving ecosystem of third‑party FxPlug effects that work in Motion and Final Cut Pro with custom interfaces and incredible real‑time performance.

Third-party tools to make your workflow flow.

Choose from thousands of custom transitions, titles, and motion graphics. Work directly with third-party applications through workflow extensions. Or use third-party tools for advanced tracking, EDL and AAF interchange, and more.

Five amazing apps.
One powerful collection.

Unleash your creative potential with the Pro Apps Bundle for qualifying college students, teachers, and education institutions. Get all five professional applications for video and music creation at a special price — including Final Cut Pro, Motion, and Compressor, along with Logic Pro and MainStage.

An example artillery game, one player firing upon another. The landscape is marked with craters from missed shots.

Artillery games are early two or three-player (usually turn-based) video games involving tanks (or simply cannons) trying to destroy each other. The core mechanics of the gameplay is almost always to aim at the opponent(s) following a ballistic trajectory (in its simplest form, a parabolic curve). Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations.[citation needed] Artillery games have been described as a type of 'shooting game',[1] though they are more often classified as a type of strategy video game.

Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. One of the earliest known games in the genre is War 3 for two or three players, written in FOCAL Mod V by Mike Forman (date unknown). The game was then ported to TSS/8BASIC IV by M. E. Lyon Jr. in 1972. Ported again to HP Time-Shared BASIC by Brian West in 1975.[2] And, finally, to a cross-platform subset of Microsoft BASIC by Creative Computing in 1979 for the book More BASIC Computer Games where it appears with multiple names: Artillery-3, Artillery 3, and WAR3.[3] Another early game is Gunner (1973) by Tom Kloos.[4] These early versions of turn-based tank combat games interpreted human-entered data such as the distance between the tanks, the velocity or 'power' of the shot fired and the angle of the tanks' turrets.

Emergence of graphical artillery[edit]

The Tektronix 4051 BASIC language desktop computer of the mid-1970s had a demo program called Artillery which used a storage-CRT for graphics. A similar program appeared on the HP 2647 graphics terminal demo tape in the late 1970s.

Artillery Simulator for the Apple II was among the earliest graphical versions of the turn-based artillery video game.

Graphical adaptions of the artillery game, such as Super Artillery and Artillery Simulator, emerged on the Apple II computer platform in 1980. These games built upon the earlier concepts of the artillery games published in Creative Computing but allowed the players to also see a simple graphical representation of the tanks, battlefield, and terrain. The Apple II games also took wind speed into account when calculating the path of the artillery. Some games used lines on the screen to show trajectories previous shots had taken, allowing players to use visual data when considering their next shot. Similar games were made for home computers such as the Commodore PET by 1981.[1] In 1983, Amoeba Software published a game called Tank Trax, which was very soon picked up and re-released by the early Mastertronic Games Company. This was again the classic version of the Artillery Game, however you could change the height of the hill in between the players to either a mountain or a foothill (However this sometimes made no difference in the actual gameplay as some foothills were as high as mountains and some mountains were low enough to be considered foothills). The players also had the default names of General Patton and Monty.

Video game console variants of the artillery game soon emerged after the first graphical home computer versions. A two-player game called Smithereens! was released in 1982 for the Magnavox Odyssey² console in which two catapults, each behind a castle fortress wall, launched rocks at each other. Although not turn-based, the game made use of the console's speech synthesis to emit sarcastic insults when one player fired at the other. The first widespread artillery-based video game was Artillery Duel. Artillery Duel was originally written for the Bally Astrocade by Perkins Engineering and published by Bally in 1982. It was later released in 1983 for the Atari 2600 and ColecoVision video game consoles as well as the Commodore 64 and VIC-20 home computer platforms. The game featured more elaborate background and terrain graphics as well as a simple graphical readout of wind speed and amount of munitions.[1]

Around 1984 a game called Siege also appeared by publisher Melbourne House, this was released on many old computer systems such as the Commodore 16 (the game was bundled with C16's on a compilation tape along with Zapp, Hangman and many other games), VIC20 and several other comparable machines of that era, some variants for some reason were misspelled as Seige instead of Siege.

Artillery games for IBM PC compatibles[edit]

Planet Destroyer Simulator

Scorched Earth increased the popularity of the artillery game with its wide variety of weapons, numerous multi-player options, and flexible configuration options.

With the increased presence of IBM-compatible PCs came the arrival of artillery games to the platform. In 1988, Artillery Combat, or EGAbomb, was released by Rad Delaroderie, written in Turbo BASIC, and was later distributed by RAD Software.[5] Following in 1990, Kenny Morse released Tank Wars, which introduced the concept of buying weapons and multiple AI computer-player tanks to the artillery game. Gravity Wars was a conversion of the Amiga game of the same name that took the artillery game into space, introducing a 2D gravity field around planets, a format that has also inspired multiple re-makes.

In 1991, one artillery style game in particular got widespread attention when Gorillas was distributed as part of QBasic with MS-DOS 5.0, the Amiga also had a release at this time called Amiga Tanx distributed via Amiga Format magazine in the UK which included some digitized voices of the tank commanders, some quite amusing when shots got too close for comfort. That year also saw the release of the first version of Scorched Earth by Wendell Hicken. Scorched Earth was a popular shareware game for MS-DOS in which tanks do turn-based battle in two-dimensional terrain, with each player adjusting the angle and power of his or her tank turret before each shot. Scorched Earth, with numerous weapon types and power-ups, is considered the modern archetype of its format, on which the popular games Worms, Atomic Cannon, Hogs of War, SpaceTanks, GunBound and Pocket Tanks are based. Scorched Earth incorporates many of the features of previous graphical artillery games (including sarcastic comments by each player's tank before firing) while expanding the options available to each player in regard to the choice of weapons available, the ability to use shields, parachutes, and ability to move the player's tank (with the purchase of fuel tanks). The game is highly configurable and utilizes a simple mouse-driven graphical user interface.

Modern derivatives of the artillery game[edit]

  • In 1994, Team17 released the first version of its successful Worms series of turn-based games on the Amiga computer platform. In Worms, players control a small platoon of worms (rather than tanks) across a deformable landscape, battling other computer- or player-controlled teams. The games feature bright and humorous cartoon-style animation and a varied arsenal of bizarre weapons. Subsequent games in the series have been released since 1995, including a 3D variant (Worms 3D) in 2003. This was later followed by Worms Forts and Worms 4. The game then went back to its 2D style gameplay in Worms Open Warfare[6] (2006) and Worms: Reloaded (2010).
  • In 2000, Infogrames released Hogs of War, featuring 3D graphics, and a third-person perspective. The game is set in the First World War-era where anthropomorphic pigs engage in combat.
Scorched 3D is a 3D polygonal artillery game.
  • In 2001, Gavin Camp released a 3D artillery game called Scorched 3D that is loosely based on the earlier game Scorched Earth. Scorched 3D offers options such as multiplayer LAN and Internet play, player avatars and flexible camera views.[1]
Destroyer
  • In 2003, Isotope 244 released Atomic Cannon for Windows, Mac OS X, and Windows Mobile.
  • Other active projects include Warmux or Hedgewars, fully playable on many systems, including Windows, Linux or Mac OS X.
  • DDTank is a popular browser-based free-to-play MMORPG artillery game.
  • In December 2009, Finland-based Rovio Mobile released Angry Birds, a popular video game in which the player aims to find the most efficient way to destroy various structures by anticipating the trajectory and destructive effects of a bird fired from slingshot, which could be considered a version of an artillery game as it features a 2D limited world, angle/power input, passive missiles which follow gravity-driven trajectories, and the use of missile and/or landscape destruction to kill several non-vocal pigs in each level. It does, however, lack counterfire from the player's targets, as well as infinite ammo of at least one variety of projectile.
  • The March 2012 release of Total War: Shogun 2: Fall of the Samurai saw the inclusion of an in game variant of the artillery game. Players may manually control artillery pieces, firing, and subsequently adjusting, for each round.
  • In March 2015, kChamp Games released their ShellShock Live game on Windows, a 2D artillery game inspired by the 1991 Scorched Earth built with Unity game engine.[7][8] Players with their tanks, shoot enemies after maneuvering the trajectory by controlling the shot angle and power.

Gravity Shot: Planet Destroyer Mac Os 11

References[edit]

  1. ^ abcdBarton, Matt. 'Scorched Parabolas: A History of the Artillery Game'. Armchair Arcade. Archived from the original on 2016-03-05. Retrieved 2007-11-25.
  2. ^Ahl, David H., ed. (1977). The Best of Creative Computing: Volume 2. Morristown, New Jersey: Creative Computing Press. pp. 247-248. ISBN0-916688-03-8.
  3. ^Ahl, David H., ed. (1979). More BASIC Computer Games. New York, New York: Workman Publishing Company. pp. VII, X, 2–3. ISBN0-89480-137-6.
  4. ^'Gunner (Mainframe)'. MobyGames. Blue Flame Labs. 2018-03-28. Retrieved 2019-01-03.
  5. ^(http://cd.textfiles.com/gameempire2/POWERS/BBM0059/RADCAT.TXT)
  6. ^IGN - Worms Retrospective by James LaFlame
  7. ^'ShellShock Live'. ShellShock Live Wiki. Retrieved 2019-12-20.
  8. ^'Release Notes'. ShellShock Live Wiki. Retrieved 2019-12-20.

Gravity Shot: Planet Destroyer Mac Os X

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Gravity Shot: Planet Destroyer Mac OS