Descent opengl
Author: l | 2025-04-24
What is Descent II OpenGL? Descent II OpenGL is a beta version of the original Descent II game, specifically designed to work with OpenGL graphics cards. To use this Opengl free download - Descent OpenGL, Apple OpenGL, Descent II OpenGL, and many more programs. Install OpenGL OpenGL software runtime is included as part of operating system.
Descent II OpenGL - reviewpoint.org
Descent (1994) MobileThis is a source port of the original DOS game “Descent” for Android and iOS. You will need the game files from a licensed copy in order to play it. See it in action: Or, an older software-rendered version: see "COPYING."Building (Android)Copy DESCENT.HOG and DESCENT.PIG to Descent/src/main/assets, then open the project in Android Studio. If needed, install the required build tools, SDK, and NDK. From there, simply build/run the project. The Android version only supports the OpenGL ES renderer. Tested on an NVIDIA Shield Tablet K1 running Android 6.0.1 (Marshmallow) and a Nexus 6P also running 6.0.1.Building (iOS)Copy DESCENT.HOG and DESCENT.PIG to the “Descent” directory, then open the Xcode workspace “Descent-iOS.xcworkspace.” You may wish to select the renderer (OpenGL ES or software) prior to building; select a scheme from the Product → Scheme menu. Once this is done, select your platform and build. This was tested on an iPhone 5s running iOS 9.1. Apple now allows you to run on an iDevice for free, so long as you have an Apple ID.Issues and LimitationsPlease see the “Issues” section in GitHub.Special ThanksMerlin Silver soundfont for MIDI instrument playback on iOS - to MIDI conversion code - Hans de Goede, d1x project
Descent OpenGL for Mac - CNET Download
Pages:RSS-->This is my favourite topicgummywormNew User Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Oct 2008From United StatesHi there, I just bought descent 3, and after selecting OpenGL for the rendering, descent 3 has weird textures flashing on the walls, also (there was another post about it) you have to un-check then re-check compatibility mode every time you start the game. Is there any way around these issues?WillyPDescent Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Sep 2008From United StatesAre you saying you cannot select anything other than OpenGL? If so, try 'Detect available rendering devices'. You should have some choices. Try each one. I run D3 on XP and never had to use compatibility mode. But I have a non- GOG version of D3, don't know if that would matter... what OS are you using?Post edited November 01, 2008 by WillyPgummywormNew User Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Oct 2008From United StatesSorry, I wasn't very clear - I've tried Direct3d AND OpenGL. Direct 3d makes the main menu look awful (as well as the game). Open GL looks much better, but if I set the resolution above 640x480, the texture go all freaky. Is there a way to resolve this? (glide wrapper didn't work either) I'm using Windows XP SP3. Other people on the forum are having the same problem I was. As it turns out, you just need to kill Main.exe after exiting the game (it continues running after the game closes) So that issue actually had nothing to do with compatibility mode.Post edited November 08, 2008 by gummywormjcinkcNewDescent 3 Demo: OpenGL removed; OpenGL glitch with two
Distance with the target altitude, and then refers to his actual altitude to obtain distance for commencing a descent. The pilot then apparently refers to the descent rate/ground speed scales to determine the rate of descent he should follow. While the latter scales introduce aircraft weight and wind speed as factors in the descent profile to be followed, in the sense that weight and wind will effect ground speed and thus the rate of descent the pilot is to follow, the initial point at which the aircraft begins to descend does not change to correspond to differing weight and wind conditions. This in turn leads to greater than necessary fuel consumption, since for optimal fuel consumption of the aircraft should begin to descend at a greater distance for tailwinds or heavy loadings, and at a lesser distance for headwinds or light loadings. Furthermore, the Dibley patent does not provide for a change of speed other than at 10,000 feet altitude, nor does it take into account the fact that aircraft speed is normally given as mach speed above roughly 30,000 feet, and as indicated air speed below roughly 30,000 feet. In addition, the Dibley device assumes the use of power management to provide a descent rate, which is a more difficult procedure than an idle descent. Thus, there is still a need for an aircraft descent calculator which is capable of taking into account and adjusting to different conditions or aircraft weight, wind, aircraft speed and altitude, and without unduly complicating the device. SUMMARY OF THE INVENTION In view of the above problems found in the prior art, it is an object of the present invention to provide a novel and improved aircraft descent calculator which takes both aircraft weight and outside wind conditions into account in calculating a descent. What is Descent II OpenGL? Descent II OpenGL is a beta version of the original Descent II game, specifically designed to work with OpenGL graphics cards. To use thisDescent II OpenGL for Mac - CNET Download
Contents1 Retro value2 Cards2.1 NV1 / STG20002.2 NV3 | RIVA 128 & 128 ZX2.3 NV4 | RIVA TNT2.4 NV5-6 | RIVA TNT2 & TNT2 M64 and Vanta2.5 NV10 | GeForce 2562.6 NV11 to NV1A | GeForce 2 / 2 MX / 4 MX2.7 NV20 | GeForce 32.8 NV25 to NV28 | GeForce 42.9 NV3x | GeForce FX2.10 NV4x | GeForce 62.11 GeForce 72.12 GeForce 83 Compatibility notes4 Video captures4.1 NV1 / STG20004.2 NV3 | RIVA 128 & 128 ZX5 Related linksRetro valueGeForce 256 through GeForce FX are fine cards for old games for a number of reasons. Their DOS game compatibility and GUI performance are top notch. Their Direct3D driver supports two critical old features, fog table and 8-bit palettized textures. OpenGL compatibility and performance are second to none, and some games utilize proprietary NVIDIA extensions.One problem with NVIDIA cards prior to GeForce4 is that some card vendors built their cards too cheaply. The most noticeable result is poor analog signal quality. It causes problems such as blurriness, loss of color saturation and color bleed, particularly at higher resolutions and refresh rates. Determining which cards are high quality is difficult but the GeForce4 and newer cards are most likely to be good.Perhaps the finest choices are the GeForce FX series because they offer the most refined quality-enhancing features and the high end models have the performance to use these features at higher resolutions. GeForce 6 drops support for palettized textures, which is a problem with a few games, but otherwise they too are great choices. GeForce 7 drops support for Windows 9x but still supports Windows 2000. Some users, however, have reportedly gotten GeForce 7800 cards to work under Windows 98 and ME using an unofficial, modified driver (link). This modified driver does not support Windows 95. The GeForce 7 series is also the last that is supported by NVIDIAs Stereo3D driver extension for shutter glasses such as ELSA Revelator. GeForce 8 and above support only XP and newer.CardsNV1 / STG2000Released in 1995, NVIDIA's first 3D accelerator was an all-in-one product with audio, GUI, VGA, 3D and Sega Saturn gamepad support. It uses a type of 3D rendering called quadratic texture mapping that is not Direct3D or OpenGL compatible so it is only useful with games that use its proprietary API. It is the same technology used by Sega Saturn and as such various games were ported to use the NV1. Its audio consists of wavetable MIDI and DirectSound support but very little DOS support. DOS VGA compatibility is limited.It comes in various memory configurations with up to 4 MB maximum. The final drivers support Direct3D, but it is a software-only implementation.Games with support: Battle Arena Toshinden, Descent: Destination Saturn, NASCAR Racing, Panzer Dragoon, Virtua Cop, Virtua Fighter Remix.NV3 | RIVA 128 & 128 ZXThe RIVA 128 was released in late 1997 and it is the first Direct3D compatible GPU from NVIDIA. RIVA stands for Real-time Interactive Video and Animation and 128 for the internal 128-bit pipeline and memory interface.Benchmark Results - Descent 3 OpenGL - Tom's
IntroductionIn the realm of optimization problems, the steepest descent method serves as a fundamental tool for finding the minimum value of a function. This article introduces a steepest descent calculator, equipped with an efficient algorithm to facilitate numerical computations.How to UseTo utilize the steepest descent calculator, follow these simple steps:Input the initial guess for the minimum value.Define the function to be optimized.Specify the tolerance level for convergence.Click the “Calculate” button to initiate the computation.FormulaThe steepest descent method, also known as the gradient descent method, iteratively updates the current guess by moving in the direction of the negative gradient of the function. The formula for updating the guess x at each iteration k is given by:Where:xk is the current guess.α is the step size, also known as the learning rate.∇f(xk) represents the gradient of the function at point xk.Example SolveIteration 1:FAQ’sQ: What is the steepest descent method?A: The steepest descent method is an iterative optimization technique used to find the minimum value of a function by moving in the direction of the negative gradient.Q: How does the steepest descent calculator work?A: The steepest descent calculator implements the steepest descent algorithm, allowing users to input initial values and function definitions to find the minimum of a given function.Q: What is the significance of the learning rate in the steepest descent method?A: The learning rate determines the step size taken in the direction of the negative gradient. It influences the convergence rate and stability of the algorithm.ConclusionThe steepest descent calculator presented here offers a convenient means of performing optimization tasks efficiently. By leveraging the steepest descent method, users can find the minimum value of a function with ease.D2X-XL (OpenGL version of Descent 1 2)
1.4)GL_ARB_window_pos (OpenGL 1.4)GL_EXT_shadow_funcs (Requires OpenGL 1.3 / Core Feature of OpenGL 1.5)GL_EXT_stencil_wrap (Requires OpenGL 1.4)GL_ARB_vertex_program (Requires OpenGL 1.3)GL_EXT_texture_rectangle (Requires OpenGL 1.3)GL_ARB_fragment_program (OpenGL 1.3)GL_EXT_stencil_two_sideGL_ATI_separate_stencil (Requires OpenGL 1.2.1)GL_ARB_vertex_buffer_object (OpenGL 1.5)GL_EXT_texture_lod_bias (Requires OpenGL 1.2 / Core Feature of OpenGL 1.4)GL_ARB_occlusion_query (OpenGL 1.5)GL_ARB_fragment_shader (OpenGL 2.0)GL_ARB_shader_objects (OpenGL 2.0)GL_ARB_shading_language_100 (OpenGL 2.0)GL_ARB_texture_non_power_of_twoGL_ARB_vertex_shader (OpenGL 2.0)GL_NV_texgen_reflection (Requires OpenGL 1.3)GL_ARB_point_sprite (OpenGL 2.0)GL_ARB_fragment_program_shadow (OpenGL 1.3)GL_EXT_blend_equation_separateGL_ARB_depth_texture (OpenGL 1.4)GL_ARB_texture_rectangle (OpenGL 3.1)GL_ARB_draw_buffers (OpenGL 2.0)GL_ARB_color_buffer_float (OpenGL 3.0)GL_ARB_half_float_pixel (OpenGL 3.0)GL_ARB_texture_float (OpenGL 3.0)GL_ARB_pixel_buffer_object (OpenGL 2.1)GL_EXT_framebuffer_object (Requires OpenGL 3.0)GL_ARB_draw_instanced (OpenGL 3.1)GL_ARB_half_float_vertex (OpenGL 2.1)GL_ARB_occlusion_query2 (OpenGL 3.3)GL_EXT_draw_buffers2 (OpenGL 3.0)GL_WIN_swap_hintGL_EXT_texture_sRGBGL_ARB_multisample (OpenGL 1.3)GL_EXT_packed_float (OpenGL 3.0)GL_EXT_texture_shared_exponent (OpenGL 3.0)GL_ARB_texture_rg (OpenGL 3.0)GL_ARB_texture_compression_rgtc (OpenGL 3.0)GL_NV_conditional_render (OpenGL 3.0)GL_ARB_texture_swizzle (OpenGL 3.3)GL_EXT_texture_swizzle (OpenGL 2.1)GL_ARB_texture_gather (OpenGL 4.0)GL_ARB_sync (OpenGL 3.2)GL_ARB_cl_event (OpenGL 4.1)GL_ARB_framebuffer_sRGB (OpenGL 3.0)GL_EXT_packed_depth_stencil (OpenGL 3.0)GL_ARB_depth_buffer_float (OpenGL 3.0)GL_EXT_transform_feedback (OpenGL 3.0)GL_ARB_transform_feedback2 (OpenGL 4.0)GL_ARB_draw_indirect (OpenGL 4.0)GL_EXT_framebuffer_blit (OpenGL 3.0)GL_EXT_framebuffer_multisample (OpenGL 3.0)GL_ARB_framebuffer_object (OpenGL 3.0)GL_ARB_framebuffer_no_attachments (OpenGL 4.3)GL_EXT_texture_array (OpenGL 3.0)GL_EXT_texture_integer (OpenGL 3.0)GL_ARB_map_buffer_range (OpenGL 2.1)GL_ARB_texture_buffer_range (OpenGL 4.3)GL_EXT_texture_snormGL_ARB_blend_func_extended (OpenGL 3.3)GL_INTEL_performance_queriesGL_INTEL_performance_queryGL_ARB_copy_buffer (OpenGL 3.1)GL_ARB_sampler_objects (OpenGL 3.3)GL_NV_primitive_restart (OpenGL 3.1)GL_ARB_seamless_cube_map (OpenGL 3.2)GL_ARB_uniform_buffer_object (OpenGL 3.1)GL_ARB_depth_clamp (OpenGL 3.2)GL_ARB_vertex_array_bgra (OpenGL 3.2)GL_ARB_shader_bit_encoding (OpenGL 3.3)GL_ARB_draw_buffers_blend (OpenGL 4.0)GL_ARB_geometry_shader4 (OpenGL 3.2)GL_EXT_geometry_shader4 (Requires OpenGL 2.0)GL_ARB_texture_query_lod (OpenGL 4.0)GL_ARB_explicit_attrib_location (OpenGL 3.3)GL_ARB_draw_elements_base_vertex (OpenGL 3.2)GL_ARB_instanced_arrays (OpenGL 3.3)GL_ARB_base_instance (OpenGL 4.2)GL_ARB_fragment_coord_conventions (OpenGL 3.2)GL_EXT_gpu_program_parameters (Requires OpenGL 2.0)GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0)GL_ARB_compatibility (OpenGL 3.2)GL_ARB_texture_rgb10_a2ui (OpenGL 3.3)GL_ARB_texture_multisample (OpenGL 3.2)GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3)GL_ARB_timer_query (OpenGL 3.3)GL_ARB_tessellation_shader (OpenGL 4.0)GL_ARB_vertex_array_object (OpenGL 2.1)GL_ARB_provoking_vertex (OpenGL 3.2)GL_ARB_sample_shading (OpenGL 4.0)GL_ARB_texture_cube_map_array (OpenGL 4.0)GL_EXT_gpu_shader4 (OpenGL 3.0)GL_ARB_gpu_shader5 (OpenGL 4.0)GL_ARB_gpu_shader_fp64 (OpenGL 4.0)GL_INTEL_fragment_shader_orderingGL_EXT_clip_controlGL_ARB_shader_subroutine (OpenGL 4.0)GL_ARB_transform_feedback3 (OpenGL 4.0)GL_ARB_get_program_binary (OpenGL 4.1)GL_ARB_separate_shader_objects (OpenGL 4.1)GL_ARB_shader_precision (OpenGL 4.1)GL_ARB_vertex_attrib_64bit (OpenGL 4.1)GL_ARB_viewport_array (OpenGL 4.1)GL_ARB_transform_feedback_instanced (OpenGL 4.2)GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2)GL_ARB_shader_atomic_counters (OpenGL 4.2)GL_ARB_shading_language_packing (OpenGL 4.1)GL_ARB_shader_image_load_store (OpenGL 4.2)GL_ARB_shading_language_420pack (OpenGL 4.2)GL_ARB_texture_storage (OpenGL 4.2)GL_EXT_texture_storageGL_ARB_compute_shader (OpenGL 4.3)GL_ARB_vertex_attrib_binding (OpenGL 4.3)GL_ARB_texture_view (OpenGL 4.3)GL_ARB_fragment_layer_viewport (OpenGL 4.3)GL_ARB_multi_draw_indirect (OpenGL 4.3)GL_ARB_program_interface_query (OpenGL 4.3)GL_ARB_shader_image_size (OpenGL 4.3)GL_ARB_shader_storage_buffer_object (OpenGL 4.3)GL_ARB_texture_storage_multisample (OpenGL 4.3)GL_ARB_buffer_storage (OpenGL 4.4)GL_AMD_vertex_shader_layerGL_AMD_vertex_shader_viewport_indexGL_ARB_query_buffer_object (OpenGL 4.4)GL_EXT_polygon_offset_clampGL_ARB_debug_output (OpenGL 3.0)GL_KHR_debug (OpenGLDescent iOS Port - OpenGL ES Update - YouTube
• a wave never prominent • v and x wave is normal • y descent is diminished or absent • Kussmaul's sign usually negative Constrictive pericarditis • JVP is elevated • a wave is usually normal • v wave is usually equal to a wave • x descent –prominent • y descent – rapid descent • Kussmauls sign is usually positive Endomyocardial fibrosis • JVP is usually elevated • a wave is prominent • v wave is prominent due to TR • x descent is obliterated due to TR • Rapid y descent is due to TR • Kussmaul's sign is negative Primary Pulmonary Hypertension • Normal RV compliance :normal JVP • Early RV decompensation : JVP may be elevated a wave is prominent and larger than v wave x and y descent seen and equal Decompensated RVF: JVP is always elevated a and v wave prominent , v wave larger than a wave x descent is diminished or absent rapid y descent due to TR JVP in ASD • JVP is normal and equal a and v waves. x descent is more prominent . • Elevated JVP may seen in severe PAH and in RVF • Prominent a wave with PS and MS • Prominent v wave with PAH and in RVF with TR • Rapid y descent with RVF or TRJVP in VSD • Prominent a wave with severe PS • Elevated JVP with CHF • Prominent v wave with Gerbode's shunt • In Eisenmenger complex : JVPressure usually normal Normal a and v waves CHF and TR is rare Ebstein Anomaly • JVP is usually normal • Prominent a waves are seen only occasionally • Attenuated x descent and systolic v wave are not reflected in jugular pulse despite appreciable TR • Unimpressive JVP is attributed to damping effect of large capacitance RA and thin, toneless atrialized RV (Hypokinetic TR) • Prominent a and v / elevated JVP with advent of right ventricular failure . Cyanosis with prominent a wave • It usually indicates intact IVS • Severe PS with intact IVS and Right to Left shunt. What is Descent II OpenGL? Descent II OpenGL is a beta version of the original Descent II game, specifically designed to work with OpenGL graphics cards. To use this
Descent (D1X-Rebirth) on BeagleBoard OpenGL ES accelerated
And had similar graphics and almost identical gameplay to Descent.[80]Since Descent 3, there had been plans and considerations to work on another game in the series. Those were either cancelled or abandoned in favor of other projects. Volition, the developer of the FreeSpace series, began work on Descent 4. Again, development was cancelled, as most of the company was interested in developing a fantasy role-playing game instead. It would have been a prequel to Descent, and reportedly served as the basis for the 2001 first-person shooter Red Faction. Similarities would have included plot points such as an evil faceless corporation and the mysterious "Plague" they are attempting to harness.[81][82] President of Volition Mike Kulas stated in an interview that the Red Faction and Descent universes are strictly separate, but also that the code intended for Descent 4 had been used in Red Faction.[83]The series was revived in the late 2010s when development of another Descent title was confirmed and is still in progress. On Kickstarter in March 2015, Descendent Studios announced a prequel to the original game, partnering with Interplay and using their intellectual property rights to develop it.[84] Titled simply Descent,[85] it will make it the first game since Descent 3 to be released in the series. Another game, Overload, was announced on Kickstarter by Revival Productions and successfully crowdfunded in 2016. It included many of the former employees of Parallax Software, including co-founders Mike Kulas and Matt Toschlog. It is a six-degrees-of-freedom tunnel shooter and a "spiritual successor" to the Descent games that released in 2018.[64]descent 1 - OpenGL: User Software - Khronos Forums
These scenarios.Angle of DescentTo calculate the TOD with a fixed angle of descent, we simply have to enter the starting altitude and the desired target altitude.We can also enter a certain angle besides 3°. But 3° is a common standard descent angle in aviation and rarely needs to be changed.Example:Cruising altitude: 39 000 ftTarget altitude: 11 000 ftDescent angle: 3°Ground Speed: has no impact on the calculation because of the fixed angle.Result: We need to start our descent 88 NM before the target fix, at which we want to reach 11 000 ft.Distance to FixTo calculate the TOD with a fixed distance to a specific fix, we have to enter the starting altitude, the desired target altitude, and the distance to the target fix.Example:Cruising altitude: 39 000 ftTarget altitude: 11 000 ftDistance to fix: 90 NMGround Speed: 450 kt (constant)Result: We need to start our descent 90 NM before the target fix with either an average vertical speed of - 2333 ft/min or an average descent angle of - 3.0° during the descent distance.The above result is averaged over the descent distance, and the values are approximations. For more precision, use one of the other two methods.Rate of DescentTo calculate the TOD with a fixed vertical speed (rate of descent) we have to enter the starting altitude, the desired target altitude, and the desired vertical speed.Example:Cruising altitude: 39 000 ftTarget altitude: 11 000 ftVertical Speed: - 2000 ft/minGround Speed: 450 kt (constant)Result: We need to start our descent 105 NM before the target fix with a vertical speed of - 2000 ft/minGround Speed and WindTo allow for different ground speeds during descent, the calculator allows entering several altitude levels with the corresponding ground speed. This will be included in the calculations.Example:Cruising altitude: 39 000 ftTarget altitude: 11 000 ftVertical Speed: - 2 000 ft/minGround Speed: 420 kt at or above 10 000 ft, 250 kt below 10 000 ftResult: We need to start our descent 98 NM before the target fix with a vertical speed of -2 000 ft/minWindWind is not a factor and can be ignored as these calculations. What is Descent II OpenGL? Descent II OpenGL is a beta version of the original Descent II game, specifically designed to work with OpenGL graphics cards. To use this Opengl free download - Descent OpenGL, Apple OpenGL, Descent II OpenGL, and many more programs. Install OpenGL OpenGL software runtime is included as part of operating system.(Android) The Descent HD - OpenGL ES 3.0 - Geeks3D
Patient should lie comfortably and trunk is inclined by 45 degree position • Elevate chin and slightly rotate head to the left • Inclination angle should be subtended between trunk and bed , while neck and trunk should be in same line • When neck muscles are relaxed ,shining the light tangentially over the skin and see pulsations • In patients with low jugular pressure , a lesser (Normal JVP • Normal JVP reflects phasic pressure changes in RA during systole and RV during diastole • Two visible positive waves ( a and v) and two negative troughs ( x and y) • Two additional positive waves can be recorded . C wave interrupts x descent and h wave precedes the next a wave Normal JVP Waveform • Consists of 3 positive waves • a,c & v • And 3 descents • x, x'(x prime) and ya Wave • First positive presystolic a wave is due to right atrial contraction results in retrograde blood flow in to svc and jugulars • Effective RA contraction is needed for visible a wave • Dominant wave in JVP and larger than v • It precedes upstroke of the carotid pulse and S1, but follow the P wave in ECG x Descent • Systolic x descent (systolic collapse) is due to atrial relaxation during atrial diastole • X descent is most prominent motion of normal JVP which begins during systole and ends just before S2 • It is larger than y descent • X descent more prominent during inspiration c WAVE • Second positive wave recorded in JVP which interrupts the x descent • Produced by carotid artery impact on JVP upward bulging of closed TV into RA during isovolumic contraction x` Descent • x`descent is systolic trough after c wave • Due to fall of right atrial pressure during early RV systole downward pulling of the TV by contracting right ventricle descent of RA floor by contracting RV v Wave • Third positive wave in JVP which begins in late systole and ends in early diastole • Rise in RA pressure due toComments
Descent (1994) MobileThis is a source port of the original DOS game “Descent” for Android and iOS. You will need the game files from a licensed copy in order to play it. See it in action: Or, an older software-rendered version: see "COPYING."Building (Android)Copy DESCENT.HOG and DESCENT.PIG to Descent/src/main/assets, then open the project in Android Studio. If needed, install the required build tools, SDK, and NDK. From there, simply build/run the project. The Android version only supports the OpenGL ES renderer. Tested on an NVIDIA Shield Tablet K1 running Android 6.0.1 (Marshmallow) and a Nexus 6P also running 6.0.1.Building (iOS)Copy DESCENT.HOG and DESCENT.PIG to the “Descent” directory, then open the Xcode workspace “Descent-iOS.xcworkspace.” You may wish to select the renderer (OpenGL ES or software) prior to building; select a scheme from the Product → Scheme menu. Once this is done, select your platform and build. This was tested on an iPhone 5s running iOS 9.1. Apple now allows you to run on an iDevice for free, so long as you have an Apple ID.Issues and LimitationsPlease see the “Issues” section in GitHub.Special ThanksMerlin Silver soundfont for MIDI instrument playback on iOS - to MIDI conversion code - Hans de Goede, d1x project
2025-04-15Pages:RSS-->This is my favourite topicgummywormNew User Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Oct 2008From United StatesHi there, I just bought descent 3, and after selecting OpenGL for the rendering, descent 3 has weird textures flashing on the walls, also (there was another post about it) you have to un-check then re-check compatibility mode every time you start the game. Is there any way around these issues?WillyPDescent Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Sep 2008From United StatesAre you saying you cannot select anything other than OpenGL? If so, try 'Detect available rendering devices'. You should have some choices. Try each one. I run D3 on XP and never had to use compatibility mode. But I have a non- GOG version of D3, don't know if that would matter... what OS are you using?Post edited November 01, 2008 by WillyPgummywormNew User Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. View profile Посмотреть вишлист Начать разговор Пригласить в друзья Пригласить в друзья Принять приглашение Принять приглашение Приглашение ожидает ответа... Зарегистрирован с {{ user.formattedDateUserJoined }} Друзья с {{ user.formattedDateUserFriended }} Разблокировать чат Пользователь заблокирован Вишлист этого пользователя закрыт для просмотра. Вы не можете начать чат с этим пользователем из-за его (или ваших) настроек конфиденциальности. Вы не можете начать чат с этим пользователем, потому что заблокировали его. Вы не можете пригласить этого пользователя, потому что заблокировали его. Registered: Oct 2008From United StatesSorry, I wasn't very clear - I've tried Direct3d AND OpenGL. Direct 3d makes the main menu look awful (as well as the game). Open GL looks much better, but if I set the resolution above 640x480, the texture go all freaky. Is there a way to resolve this? (glide wrapper didn't work either) I'm using Windows XP SP3. Other people on the forum are having the same problem I was. As it turns out, you just need to kill Main.exe after exiting the game (it continues running after the game closes) So that issue actually had nothing to do with compatibility mode.Post edited November 08, 2008 by gummywormjcinkcNew
2025-04-16Contents1 Retro value2 Cards2.1 NV1 / STG20002.2 NV3 | RIVA 128 & 128 ZX2.3 NV4 | RIVA TNT2.4 NV5-6 | RIVA TNT2 & TNT2 M64 and Vanta2.5 NV10 | GeForce 2562.6 NV11 to NV1A | GeForce 2 / 2 MX / 4 MX2.7 NV20 | GeForce 32.8 NV25 to NV28 | GeForce 42.9 NV3x | GeForce FX2.10 NV4x | GeForce 62.11 GeForce 72.12 GeForce 83 Compatibility notes4 Video captures4.1 NV1 / STG20004.2 NV3 | RIVA 128 & 128 ZX5 Related linksRetro valueGeForce 256 through GeForce FX are fine cards for old games for a number of reasons. Their DOS game compatibility and GUI performance are top notch. Their Direct3D driver supports two critical old features, fog table and 8-bit palettized textures. OpenGL compatibility and performance are second to none, and some games utilize proprietary NVIDIA extensions.One problem with NVIDIA cards prior to GeForce4 is that some card vendors built their cards too cheaply. The most noticeable result is poor analog signal quality. It causes problems such as blurriness, loss of color saturation and color bleed, particularly at higher resolutions and refresh rates. Determining which cards are high quality is difficult but the GeForce4 and newer cards are most likely to be good.Perhaps the finest choices are the GeForce FX series because they offer the most refined quality-enhancing features and the high end models have the performance to use these features at higher resolutions. GeForce 6 drops support for palettized textures, which is a problem with a few games, but otherwise they too are great choices. GeForce 7 drops support for Windows 9x but still supports Windows 2000. Some users, however, have reportedly gotten GeForce 7800 cards to work under Windows 98 and ME using an unofficial, modified driver (link). This modified driver does not support Windows 95. The GeForce 7 series is also the last that is supported by NVIDIAs Stereo3D driver extension for shutter glasses such as ELSA Revelator. GeForce 8 and above support only XP and newer.CardsNV1 / STG2000Released in 1995, NVIDIA's first 3D accelerator was an all-in-one product with audio, GUI, VGA, 3D and Sega Saturn gamepad support. It uses a type of 3D rendering called quadratic texture mapping that is not Direct3D or OpenGL compatible so it is only useful with games that use its proprietary API. It is the same technology used by Sega Saturn and as such various games were ported to use the NV1. Its audio consists of wavetable MIDI and DirectSound support but very little DOS support. DOS VGA compatibility is limited.It comes in various memory configurations with up to 4 MB maximum. The final drivers support Direct3D, but it is a software-only implementation.Games with support: Battle Arena Toshinden, Descent: Destination Saturn, NASCAR Racing, Panzer Dragoon, Virtua Cop, Virtua Fighter Remix.NV3 | RIVA 128 & 128 ZXThe RIVA 128 was released in late 1997 and it is the first Direct3D compatible GPU from NVIDIA. RIVA stands for Real-time Interactive Video and Animation and 128 for the internal 128-bit pipeline and memory interface.
2025-03-31IntroductionIn the realm of optimization problems, the steepest descent method serves as a fundamental tool for finding the minimum value of a function. This article introduces a steepest descent calculator, equipped with an efficient algorithm to facilitate numerical computations.How to UseTo utilize the steepest descent calculator, follow these simple steps:Input the initial guess for the minimum value.Define the function to be optimized.Specify the tolerance level for convergence.Click the “Calculate” button to initiate the computation.FormulaThe steepest descent method, also known as the gradient descent method, iteratively updates the current guess by moving in the direction of the negative gradient of the function. The formula for updating the guess x at each iteration k is given by:Where:xk is the current guess.α is the step size, also known as the learning rate.∇f(xk) represents the gradient of the function at point xk.Example SolveIteration 1:FAQ’sQ: What is the steepest descent method?A: The steepest descent method is an iterative optimization technique used to find the minimum value of a function by moving in the direction of the negative gradient.Q: How does the steepest descent calculator work?A: The steepest descent calculator implements the steepest descent algorithm, allowing users to input initial values and function definitions to find the minimum of a given function.Q: What is the significance of the learning rate in the steepest descent method?A: The learning rate determines the step size taken in the direction of the negative gradient. It influences the convergence rate and stability of the algorithm.ConclusionThe steepest descent calculator presented here offers a convenient means of performing optimization tasks efficiently. By leveraging the steepest descent method, users can find the minimum value of a function with ease.
2025-04-09• a wave never prominent • v and x wave is normal • y descent is diminished or absent • Kussmaul's sign usually negative Constrictive pericarditis • JVP is elevated • a wave is usually normal • v wave is usually equal to a wave • x descent –prominent • y descent – rapid descent • Kussmauls sign is usually positive Endomyocardial fibrosis • JVP is usually elevated • a wave is prominent • v wave is prominent due to TR • x descent is obliterated due to TR • Rapid y descent is due to TR • Kussmaul's sign is negative Primary Pulmonary Hypertension • Normal RV compliance :normal JVP • Early RV decompensation : JVP may be elevated a wave is prominent and larger than v wave x and y descent seen and equal Decompensated RVF: JVP is always elevated a and v wave prominent , v wave larger than a wave x descent is diminished or absent rapid y descent due to TR JVP in ASD • JVP is normal and equal a and v waves. x descent is more prominent . • Elevated JVP may seen in severe PAH and in RVF • Prominent a wave with PS and MS • Prominent v wave with PAH and in RVF with TR • Rapid y descent with RVF or TRJVP in VSD • Prominent a wave with severe PS • Elevated JVP with CHF • Prominent v wave with Gerbode's shunt • In Eisenmenger complex : JVPressure usually normal Normal a and v waves CHF and TR is rare Ebstein Anomaly • JVP is usually normal • Prominent a waves are seen only occasionally • Attenuated x descent and systolic v wave are not reflected in jugular pulse despite appreciable TR • Unimpressive JVP is attributed to damping effect of large capacitance RA and thin, toneless atrialized RV (Hypokinetic TR) • Prominent a and v / elevated JVP with advent of right ventricular failure . Cyanosis with prominent a wave • It usually indicates intact IVS • Severe PS with intact IVS and Right to Left shunt
2025-04-21And had similar graphics and almost identical gameplay to Descent.[80]Since Descent 3, there had been plans and considerations to work on another game in the series. Those were either cancelled or abandoned in favor of other projects. Volition, the developer of the FreeSpace series, began work on Descent 4. Again, development was cancelled, as most of the company was interested in developing a fantasy role-playing game instead. It would have been a prequel to Descent, and reportedly served as the basis for the 2001 first-person shooter Red Faction. Similarities would have included plot points such as an evil faceless corporation and the mysterious "Plague" they are attempting to harness.[81][82] President of Volition Mike Kulas stated in an interview that the Red Faction and Descent universes are strictly separate, but also that the code intended for Descent 4 had been used in Red Faction.[83]The series was revived in the late 2010s when development of another Descent title was confirmed and is still in progress. On Kickstarter in March 2015, Descendent Studios announced a prequel to the original game, partnering with Interplay and using their intellectual property rights to develop it.[84] Titled simply Descent,[85] it will make it the first game since Descent 3 to be released in the series. Another game, Overload, was announced on Kickstarter by Revival Productions and successfully crowdfunded in 2016. It included many of the former employees of Parallax Software, including co-founders Mike Kulas and Matt Toschlog. It is a six-degrees-of-freedom tunnel shooter and a "spiritual successor" to the Descent games that released in 2018.[64]
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