CAVE User Manual

Demon gives Heroes of Might and Magic I and Heroes of Might and Magic II the structure of adventure cards.

When a hero enters the main demon lair, they may encounter a demon, and one of two things may well happen:

  • The demon attacks them, but the hero kills the demon (the battle doesn’t start) and gets either 1000 XP or 2500 gold plus 1000 XP.
  • The demon demands two and a half thousand gold coins. If the hero does not pay, the demon will instantly kill him and remove the hero from his map.
  • In Heroes of Might and Magic II, the hero can additionally save his army by fighting some of the demon’s minions. This leads to another battle with a series of earth elementals and, if the player is indeed successful, the same rewards only for the hero who defeats the human demon in single combat.

    After the encounter, the demon will disappear from the gift, leaving it empty.


    Heroes of I

    in the cave”&path-prefix=en” src=”data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAAQAICTAEAOw%3D%3D”>
    Cave Heroes II

    “&path-prefix=en” src=”data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAAQAICTAEAOw%3D%3D”>
    Hero (Game Boy) Cave”&path-prefix=fr” src=”data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAAAABAAAEAQAICTAEAOw%3D%3D”>Beviled: A ghost story about demons in science
    Beviled: A ghost story about demons in science
    Beviled: A ghost story about demons in science
    Beviled: A ghost story about demons in science
    Beviled: A ghost story about demons in science

    Demon Gives the caveman the ability to fight all demons in single combat, or have your armies already fight the minions of the devil.

    Do you know what determines the outcome when you decide to fight a demon? Honestly, is this based on a percentage chance that the hero’s stats count as an attack with defense?

    CAVE library version 2.6

    Electronic Visualization Laboratory

    University of Illinois at Chicago

    851 S. Morgan Street Room 1120

    Chicago, IL 60607-7053

    (312) 996-3002

    (312) 413-7585 1996, 1997 Fax

    Copyright Electronic Imaging Laboratory, University of Illinois at Chicago

    1. Purpose of the CAVE user guide

    2. Description of the CAVE

    3. BASEMENT equipment

    3.1. Forest

    3.2. projectors and mirrors

    3.3. stereo glasses

    3.4. stereo transmitter

    3.5. Magic wand

    3.6. tracking systems

    3.7. audio system

    3.8. Workplace
    4. ImmersaDesk and other equipment

    4.1. Immersadesk

    4.2. other material

    5.1. introduction

    5.2. Compile any CAVE program

    5.3. Show Reminders

    5.4. interaction

    5.5. navigation

    5.6. multiprocessing

    5.7. Scattered CAVE

    5.8. Net

    5.9. Forms the bulk of the basic CAVE program.
    6. CAVE library

    6.1. Overview

    6.2. Data types

    6.3. Main functions of CAVE

    6.4. CAVE modification macros, variables and functions

    6.5. Environment Variables

    6.6. Internal functions
    7. Basement modeling

    7.1. introduction

    7.2. Simulated Tracking

    7.3. Imitation control magic stick

    7.4. display simulation
    8. Support software

    9. CAVE configuration files

    10. Program examples

    10.1. CAVE 1 procedure example

    10.2. CAVE 2 example

    1. Purpose Of The CAVE User Guide

    This CAVE user manual contains all information and applications
    Developers should be able to easily create a CAVE experience.

  • Description of the CAVE Virtual Truth System (Chapter 2)
  • List of hardware components, especially those that use:
    must be a programmer (chapters 3 and 4 are underlined)
  • Description related to the CAVE software library (chapters some and 6).
  • Description of the most commonly used development tool for CAVE.
    Applications, CAVE Simulator (Chapter 7)
  • List of supported software in some CAVE system directories (Chapter 8)
  • List of CAVE configuration options (Chapter 9)
  • sample programs (Chapter 10)
  • We understand that the reader has an important knowledge of the C programming language.
    and familiar with IrisGL or OpenGL.

    2. Description Of The CAVE

    CAVE (CAVE Automatic Virtual Environment) is a brand new projection virtual reality.
    The system surrounding the observer with 4 screens. Screens
    cubed multiple rear projection screens for a wall
    and computer floor projection; it's actually a projector
    The overhead points to a cue that reflects the images on your current floor.
    The viewer wears a stereo glass with a shutter and six degrees of freedom.
    head tracking device. When this spectator moves through the CAVE, you see, it's right
    stereoscopic perspective projections are calculated from each wall.
    Second sensor and pens in a stick held by each of our viewers
    Interaction with the practical environment.

    The current implementation of CAVE uses three walls and a floor. projected
    illustrations or photographs
    operated by SGI Onyx with two Infinite Realities
    Graphics pipelines are divided into two channels. tests that concern you
    can control a CAVE with multiple walls at the same time. Quantity
    The CAVE walls used do not change your program.u. CAVE Library
    determines how much wall space you want to use and does what needs to be done
    set up at the beginning of your plan.

    The CAVE local weather chart is shown in Figure 1.

    Figure 6: CAVE system

    3. BASEMENT Equipment

    3.1. Forest

    CAVE hardware should be automatically configured for system and video engineers.
    usable. With an organic CAVE operation, users may not have to worry about anything.
    Turning various components on and off (although due to daily CAVE
    After reviewing, sometimes the hardware configuration may change where
    time when your system administrator should automatically notify you.) is as follows
    description of CAVE equipment.

    3.2. Projectors And Projector Mirrors

    In addition to this, behind them are mirrors for wall walls.
    Wall. Floor projector stopped by floor ceiling
    CAVE. Projectors are very sensitive to everything. It lasts
    At least one hour to fine-tune and calibrate the deviceVectors and mirrors.
    Play with the sockets on Grotto Street. Please be inclusive so don't put it off
    Spotlights can be reflected if you have to walk in this area. turn

    never turned off, I would say, searchlights; this can lead to their positive bias.
    Use this sleep button on the remote control to wake him up. Press a certain key and
    Press and hold the standby button on the remote for a few seconds.
    Don't touch others
    Make sure spotlights can hit from all directions.