DronePro 4K: The 4K Drone Taking the World by Storm
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 not-so-professional price.
Captures Stunning 4K Video.
Light, Compact, and Easy-to-Use.
Performs Better Than Brand-Name Drones but Costs Far Less.
One-Touch Takeoff and Return.
Follow Me Mode.
Gesture Photography and Videograph.
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'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
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 "rat's eye view" 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's position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal Maze War and Spa