Deformable Terrain Generation for Real-Time Strategy Game
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Soil + Water = Mud It’S Soft, Sticky, Cold, and Probably the Easiest Thing on Earth to Make
The DIY MudMud LayersLayers Soil + water = Mud It’s soft, sticky, cold, and probably the easiest thing on Earth to make. You can play with it in so many creative ways: build a mud house, bake mud pies, and — best of all— squish it between your toes on a hot summer day! But what is mud really made of? This simple experiment will show the different types of soil that makes mud. Materials Instructions • Dirt or mud 1 3 • Water Scoop Mud into container Shake Fill a glass or plastic container • Glass or plastic container Shake the jar until all the about half full of mud. with lid mud and water are mixed. 2 Fill with Water 4 Let Sit Fill the remainder of the jar Leave the jar untouched for with water, nearly to the top, several hours or overnight. but leave room for shaking. The soil sediments will Close tightly with a lid. separate to reveal what your mud is made of. After your jar has settled, you’ll see four distinct layers: water, clay, silt, and sand. Age Level: 3-7 (elementary). Duration: 10 minutes (minimum). Key Definitions: Clay, silt, sand. Objective: To learn and identify different soil layers in mud. 1 Good Mud or Bad Mud? Mud is judged by its ability to grow plants. Most plants thrive in a soil mixture of 20% clay, 40% sand, and 40% silt. If your mud has too much or too little of each type of soil, you can amend the soil with WATER It can mix with soil to organic material, such make mud but the soil as compost, to help your won’t dissolve. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
MUD CREATURE STUDY Overview: the Mudflats Support a Tremendous Amount of Life
MUD CREATURE STUDY Overview: The mudflats support a tremendous amount of life. In this activity, students will search for and study the creatures that live in bay mud. Content Standards Correlations: Science p. 307 Grades: K-6 TIME FRAME fOR TEACHING THIS ACTIVITY Key Concepts: Mud creatures live in high abundance in the Recommended Time: 30 minutes mudflats, providing food for Mud Creature Banner (7 minutes) migratory ducks and shorebirds • use the Mud Creature Banner to introduce students to mudflat and the endangered California habitat clapper rail. When the tide is out, Mudflat Food Pyramid (3 minutes) the mudflats are revealed and birds land on the mudflats to feed. • discuss the mudflat food pyramid, using poster Mud Creature Study (20 minutes) Objectives: • sieve mud in sieve set, using slough water Students will be able to: • distribute small samples of mud to petri dishes • name and describe two to three • look for mud creatures using hand lenses mud creatures • describe the mudflat food • use the microscopes for a closer view of mud creatures pyramid • if data sheets and pencils are provided, students can draw what • explain the importance of the they find mudflat habitat for migratory birds and endangered species Materials: How THIS ACTIVITY RELATES TO THE REFUGE'S RESOURCES Provided by the Refuge: What are the Refuge's resources? • 1 set mud creature ID cards • significant wildlife habitat • 1 mud creature flannel banner • endangered species • 1 mudflat food pyramid poster • 1 mud creature ID book • rhigratory birds • 1 four-layered sieve set What makes it necessary to manage the resources? • 1 dish of mud and trowel • Pollution, such as oil, paint, and household cleaners, when • 1 bucket of slough water dumped down storm drains enters the slough and mudflats and • 1 pitcher of slough water travels through the food chain, harming animals. -
Are You a “Mudologist”? MARVELOUS, MUSHY
MARVELOUS, MUSHY MUD It’s early spring, and as the ground thaws and the MUD IS A WINTER HOME rain falls, there’s bound to be LOTS of MUD! Some freshwater turtles burrow into mud at the bottom of the pond each fall and stay mostly A scientist might describe mud as a mixture of water inactive until spring. and any combination of different types of soil. Different types of soil? You bet! Soil can be sandy or more like clay, and depending on your soil, the mud MUD IS A PLACE TO HIDE it makes can be gooey, sticky, or smoosh-y. Dragonfly nymphs camouflage themselves on or in the mud at the bottom of the pond as they wait for Mud is cool and fun, and it’s also very useful. prey to swim or crawl by. DID YOU KNOW? MUD IS A PLACE TO EAT MUD IS A BUILDING MATERIAL “Mud-puddling” is a common behavior in which Beavers move logs and sticks into the mud to form butterflies seek out mud (and other gooey, brown a strong base for their dam. Then, they carry even things found on the ground) and suck up the liquid more mud with their front paws to build up and and salts. make the dam even stronger. American robins build their nest with twigs, dry MUD IS A SAFE WAY TO TRAVEL grass, mud, and more. The mud helps give the nest If you’re a worm, a wet, muddy surface its round shape, keeping the eggs and hatchlings gives you a chance to move above safe and warm for several weeks. -
POWERVR 3D Application Development Recommendations
Imagination Technologies Copyright POWERVR 3D Application Development Recommendations Copyright © 2009, Imagination Technologies Ltd. All Rights Reserved. This publication contains proprietary information which is protected by copyright. The information contained in this publication is subject to change without notice and is supplied 'as is' without warranty of any kind. Imagination Technologies and the Imagination Technologies logo are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Filename : POWERVR. 3D Application Development Recommendations.1.7f.External.doc Version : 1.7f External Issue (Package: POWERVR SDK 2.05.25.0804) Issue Date : 07 Jul 2009 Author : POWERVR POWERVR 1 Revision 1.7f Imagination Technologies Copyright Contents 1. Introduction .................................................................................................................................4 1. Golden Rules...............................................................................................................................5 1.1. Batching.........................................................................................................................5 1.1.1. API Overhead ................................................................................................................5 1.2. Opaque objects must be correctly flagged as opaque..................................................6 1.3. Avoid mixing -
Rasterization & the Graphics Pipeline 15.1 Rasterization Basics
1 1 0.8 0.6 0.4 0.2 0 -0.2 -0.4 -0.6 -0.8 15.1Rasterization Basics Rasterization & TheGraphics Pipeline Rasterization& -1 -1 -0.8 -0.6 -0.4 -0.2 0 0.2 0.4 0.6 0.8 1 In This Video • The Graphics Pipeline and how it processes triangles – Projection, rasterisation, shading, depth testing • DirectX12 and its stages 2 Modern Graphics Pipeline • Input – Geometric model • Triangle vertices, vertex normals, texture coordinates – Lighting/material model (shader) • Light source positions, colors, intensities, etc. • Texture maps, specular/diffuse coefficients, etc. – Viewpoint + projection plane – You know this, you’ve done it! • Output – Color (+depth) per pixel Colbert & Krivanek 3 The Graphics Pipeline • Project vertices to 2D (image) • Rasterize triangle: find which pixels should be lit • Compute per-pixel color • Test visibility (Z-buffer), update frame buffer color 4 The Graphics Pipeline • Project vertices to 2D (image) • Rasterize triangle: find which pixels should be lit – For each pixel, test 3 edge equations • if all pass, draw pixel • Compute per-pixel color • Test visibility (Z-buffer), update frame buffer color 5 The Graphics Pipeline • Perform projection of vertices • Rasterize triangle: find which pixels should be lit • Compute per-pixel color • Test visibility, update frame buffer color – Store minimum distance to camera for each pixel in “Z-buffer” • ~same as tmin in ray casting! – if new_z < zbuffer[x,y] zbuffer[x,y]=new_z framebuffer[x,y]=new_color frame buffer Z buffer 6 The Graphics Pipeline For each triangle transform into eye space (perform projection) setup 3 edge equations for each pixel x,y if passes all edge equations compute z if z<zbuffer[x,y] zbuffer[x,y]=z framebuffer[x,y]=shade() 7 (Simplified version) DirectX 12 Pipeline (Vulkan & Metal are highly similar) Vertex & Textures, index data etc. -
Powervr Graphics - Latest Developments and Future Plans
PowerVR Graphics - Latest Developments and Future Plans Latest Developments and Future Plans A brief introduction • Joe Davis • Lead Developer Support Engineer, PowerVR Graphics • With Imagination’s PowerVR Developer Technology team for ~6 years • PowerVR Developer Technology • SDK, tools, documentation and developer support/relations (e.g. this session ) facebook.com/imgtec @PowerVRInsider │ #idc15 2 Company overview About Imagination Multimedia, processors, communications and cloud IP Driving IP innovation with unrivalled portfolio . Recognised leader in graphics, GPU compute and video IP . #3 design IP company world-wide* Ensigma Communications PowerVR Processors Graphics & GPU Compute Processors SoC fabric PowerVR Video MIPS Processors General Processors PowerVR Vision Processors * source: Gartner facebook.com/imgtec @PowerVRInsider │ #idc15 4 About Imagination Our IP plus our partners’ know-how combine to drive and disrupt Smart WearablesGaming Security & VR/AR Advanced Automotive Wearables Retail eHealth Smart homes facebook.com/imgtec @PowerVRInsider │ #idc15 5 About Imagination Business model Licensees OEMs and ODMs Consumers facebook.com/imgtec @PowerVRInsider │ #idc15 6 About Imagination Our licensees and partners drive our business facebook.com/imgtec @PowerVRInsider │ #idc15 7 PowerVR Rogue Hardware PowerVR Rogue Recap . Tile-based deferred renderer . Building on technology proven over 5 previous generations . Formally announced at CES 2012 . USC - Universal Shading Cluster . New scalar SIMD shader core . General purpose compute is a first class citizen in the core … . … while not forgetting what makes a shader core great for graphics facebook.com/imgtec @PowerVRInsider │ #idc15 9 TBDR Tile-based . Tile-based . Split each render up into small tiles (32x32 for the most part) . Bin geometry after vertex shading into those tiles . Tile-based rasterisation and pixel shading . -
Effect of Gamification on Students' Motivation and Learning
The EUROCALL Review, Volume 28, No. 1, March 2020 Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019 Nadia Azzouz Boudadi* and Mar Gutiérrez-Colón** *Universitat d’Andorra, Andorra | **Universitat Rovira i Virgili ____________________________________________________________________________ *[email protected] | **[email protected] Abstract This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68 papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. -
Real-Time Ray Traced Ambient Occlusion and Animation Image Quality and Performance of Hardware- Accelerated Ray Traced Ambient Occlusion
DEGREE PROJECTIN COMPUTER SCIENCE AND ENGINEERING, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2021 Real-time Ray Traced Ambient Occlusion and Animation Image quality and performance of hardware- accelerated ray traced ambient occlusion FABIAN WALDNER KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Real-time Ray Traced Ambient Occlusion and Animation Image quality and performance of hardware-accelerated ray traced ambient occlusion FABIAN Waldner Master’s Programme, Industrial Engineering and Management, 120 credits Date: June 2, 2021 Supervisor: Christopher Peters Examiner: Tino Weinkauf School of Electrical Engineering and Computer Science Swedish title: Strålspårad ambient ocklusion i realtid med animationer Swedish subtitle: Bildkvalité och prestanda av hårdvaruaccelererad, strålspårad ambient ocklusion © 2021 Fabian Waldner Abstract | i Abstract Recently, new hardware capabilities in GPUs has opened the possibility of ray tracing in real-time at interactive framerates. These new capabilities can be used for a range of ray tracing techniques - the focus of this thesis is on ray traced ambient occlusion (RTAO). This thesis evaluates real-time ray RTAO by comparing it with ground- truth ambient occlusion (GTAO), a state-of-the-art screen space ambient occlusion (SSAO) method. A contribution by this thesis is that the evaluation is made in scenarios that includes animated objects, both rigid-body animations and skinning animations. This approach has some advantages: it can emphasise visual artefacts that arise due to objects moving and animating. Furthermore, it makes the performance tests better approximate real-world applications such as video games and interactive visualisations. This is particularly true for RTAO, which gets more expensive as the number of objects in a scene increases and have additional costs from managing the ray tracing acceleration structures. -
Role Playing in Role Playing Games
2013-2014 Role-Playing in Role-Playing Games Master Thesis submitted to obtain the degree of ‘Master of Arts in Art Science’ on 8 August 2014 By: Michaël Oosterlinck (00802623) Supervisor: Prof. dr. K. Pewny 1 2 Acknowledgements I would like to thank everyone who made this thesis possible and supported me. My supervisor Professor Pewny for the time spent on answering my mails. My family, and especially my parents and sister, who had the patience and the energy to give me advice and to keep my moral high during stressful moments. My friends who were always willing to pick up the phone when I called them, supporting me when I needed their opinion about more formal aspects of my thesis. 3 Table of Contents Acknowledgements ................................................................................................................3 List of Abbreviations ..............................................................................................................6 Introduction ............................................................................................................................7 1. Situating Role-Playing Games as Game and as Genre ....................................................... 10 1.1 The Medium of Videogames versus Games as Games ................................................. 10 Narratology versus Ludology: competition between media ? ......................................... 16 1.2 The Role-Playing Game Genre and Subgenres: a Conundrum ..................................... 19 Motivation, Player Types -
Michael Doggett Department of Computer Science Lund University Overview
Graphics Architectures and OpenCL Michael Doggett Department of Computer Science Lund university Overview • Parallelism • Radeon 5870 • Tiled Graphics Architectures • Important when Memory and Bandwidth limited • Different to Tiled Rasterization! • Tessellation • OpenCL • Programming the GPU without Graphics © mmxii mcd “Only 10% of our pixels require lots of samples for soft shadows, but determining which 10% is slower than always doing the samples. ” by ID_AA_Carmack, Twitter, 111017 Parallelism • GPUs do a lot of work in parallel • Pipelining, SIMD and MIMD • What work are they doing? © mmxii mcd What’s running on 16 unifed shaders? 128 fragments in parallel 16 cores = 128 ALUs MIMD 16 simultaneous instruction streams 5 Slide courtesy Kayvon Fatahalian vertices/fragments primitives 128 [ OpenCL work items ] in parallel CUDA threads vertices primitives fragments 6 Slide courtesy Kayvon Fatahalian Unified Shader Architecture • Let’s take the ATI Radeon 5870 • From 2009 • What are the components of the modern graphics hardware pipeline? © mmxii mcd Unified Shader Architecture Grouper Rasterizer Unified shader Texture Z & Alpha FrameBuffer © mmxii mcd Unified Shader Architecture Grouper Rasterizer Unified Shader Texture Z & Alpha FrameBuffer ATI Radeon 5870 © mmxii mcd Shader Inputs Vertex Grouper Tessellator Geometry Grouper Rasterizer Unified Shader Thread Scheduler 64 KB GDS SIMD 32 KB LDS Shader Processor 5 32bit FP MulAdd Texture Sampler Texture 16 Shader Processors 256 KB GPRs 8 KB L1 Tex Cache 20 SIMD Engines Shader Export Z & Alpha 4 -
How Effective Is “Exergamification”? a Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 Published in Proceedings of the 50th Hawaii International Conference on System Sciences (HICSS 2017) (pp. 3316-3325). University of Hawai´i at Manoa. ISBN: 978-0-9981331-0-2. http://dx.doi.org/10.24251/HICSS.2017.402. How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g.