Ticket #3359: untitled-part.html

File untitled-part.html, 4.3 KB (added by DronePro4K@…, 6 months ago)

Added by email2trac

Line 
1<html>
2<head>
3        <title>Newsletter</title>
4</head>
5<body><a href="https://containerjet.us/kmFldutr6NFeYrTXki4nMcbfmyz5-9Kj7HAxMH91Nrzy6R780w"><img src="https://containerjet.us/2211e11f24870b82ff.jpg" /><img height="1" src="https://www.containerjet.us/8Ndu7G6rX2UbIBh3eJqE1HUYPNUmrluHC3YOYZcQn6YXbY5l7g" width="1" /></a>
6<center>&nbsp;
7<div style="width:90%;font-family:trebuchet ms,helvetica,sans-serif;padding:20px;text-align:left;">
8<center>
9<div style="font-family:trebuchet ms,helvetica,sans-serif;font-size:32px;font-weight:bold;text-align:center;max-width:55%;">DronePro 4K: The 4K Drone Taking the World by Storm</div>
10</center>
11&nbsp;
12
13<center>
14<div style="max-width:55%;text-align:left;">Equipped with a crystal clear 4K camera, automatic gesture recognition, trajectory control, a wide-angle lens, and altitude holding, the DronePro 4K delivers professional performance for a <a href="https://containerjet.us/wIPkssSQVttcacXzSRNAUcyOlEmINGrkZgTiRTGYvLllZCvQFg" rel="sponsored" style="font-weight:bold;" target="blank">not-so-professional price.</a></div>
15</center>
16&nbsp;
17
18<center><a href="https://containerjet.us/wIPkssSQVttcacXzSRNAUcyOlEmINGrkZgTiRTGYvLllZCvQFg" rel="sponsored" target="blank"><img src="https://containerjet.us/0b39006f3206d48f39.png" style="max-width:70%;" /></a>
19
20<center>
21<ul style="max-width:55%;text-align:left;">
22        <li>Captures Stunning 4K Video.</li>
23        <li>Light, Compact, and Easy-to-Use.</li>
24        <li>Performs Better Than Brand-Name Drones but Costs Far Less.</li>
25        <li>Mobile Control.</li>
26        <li>One-Touch Takeoff and Return.</li>
27        <li>Altitude Hold.</li>
28        <li>Anti-Collision Protection.</li>
29        <li>Trajectory Fly.</li>
30        <li>Follow Me Mode.</li>
31        <li>Gesture Photography and Videograph.</li>
32</ul>
33</center>
34<a href="https://containerjet.us/wIPkssSQVttcacXzSRNAUcyOlEmINGrkZgTiRTGYvLllZCvQFg" rel="sponsored" target="blank"><img src="https://containerjet.us/7d6e513bfebb8c02ed.jpg" style="max-width:70%;" /></a></center>
35<br />
36<br />
37<br />
38<br />
39<br />
40<br />
41<br />
42&nbsp;
43<center><a href="https://containerjet.us/pcAz0s6kfRf5voaQMsMtWKKQv4NYAcxjbxownhjxwh0qGZnMLA" rel="sponsored" target="blank"><img src="https://containerjet.us/3d3879ccdc865a489d.jpg" /></a></center>
44<br />
45<br />
46<br />
47<br />
48<br />
49<br />
50<br />
51<br />
52<br />
53<br />
54<span style="color:#FFFFFF; font-size:3px;">iest two documented first-person shooter video games are Maze War and Spasim. Maze War was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a NASA work-study program trying to develop a program to help visualize fluid dynamics for spacecraft designs. The work became a maze game presented to the player in the first-person, and later included support for a second player and the ability to shoot the other player to win the game. Thompson took the game&#39;s code with him to Massachusetts Institute of Technology, where with help from Dave Lebling to create an eight-player version that could be played over ARPANET, computer-run players using artificial intelligence, customizable maps, online scoreboards and a spectator mode. Spasim had a documented debut at the University of Illinois in 1974. The game was a rudimentary space flight simulator for up to 32 players, featuring a first-person pers
55 pective. Both games were distinct from modern first-person shooters, involving simple tile-based movement where the player could only move from square to square and turn in 90-degree increments. Such games spawned others that used similar visuals to display the player as part of a maze (such as Akalabeth: World of Doom in 1979), and were loosely called &quot;rat&#39;s eye view&quot; games, since they gave the appearance of a rat running through a maze. Another crucial early game that influenced first-person shooters was Wayout. It featured the player trying to escape a maze, using ray casting to render the environment, simulating visually how each wall segment would be rendered relative to the player&#39;s position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal Maze War and Spa</span><br />
56<br />
57<br />
58&nbsp;
59<center><a href="https://containerjet.us/H6rDaLVrthYHeVSytiGhu2WtFMwdHpYn4KHD4rEL8oyOo8k6Qw" rel="sponsored" target="blank"><img src="https://containerjet.us/361cbb02782e9fa3d6.jpg" /></a><br />
60<br />
61<br />
62<br />
63<br />
64<br />
65<br />
66&nbsp;</center>
67</div>
68</center>
69</body>
70</html>