Blendercave: Easy VR Authoring for Multi-Screen Displays
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Advanced 3D Visualization for Simulation Using Game Technology
Proceedings of the 2011 Winter Simulation Conference S. Jain, R. R. Creasey, J. Himmelspach, K. P. White, and M. Fu, eds. ADVANCED 3D VISUALIZATION FOR SIMULATION USING GAME TECHNOLOGY Jonatan L. Bijl Csaba A. Boer TBA B.V. Karrepad 2a 2623 AP Delft, Netherlands ABSTRACT 3D visualization is becoming increasingly popular for discrete event simulation. However, the 3D visu- alization of many of the commercial off the shelf simulation packages is not up to date with the quickly developing area of computer graphics. In this paper we present an advanced 3D visualization tool, which uses game technology. The tool is especially fit for discrete event simulation, it is easily configurable, and it can be kept up to date with modern computer graphics techniques. The tool has been used in several container terminal simulation projects. From a survey under simulation experts and our experience with the visualization tool, we concluded that realism is important for some of the purposes of visualization, and the use of game technology can help to achieve this goal. 1 INTRODUCTION Simulation is the process of designing a model of a concrete system and conducting experiments with this model in order to understand the behavior of the concrete system and/or evaluate various strategies for the operation of the system (Shannon 1975). Although the simulation experiment can produce a large amount of data, the visualization of a simulated system provides a more complete understanding of its behavior. In the visualization, key elements of the system are represented on the screen by icons that dynamically change position, color and shape as the simulation evolves through time (Law and Kelton 2000). -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
The Personal Interaction Panel
Scenegraphs and Engines Scenegraphs Application Scenegraph Windows/Linux OpenGL Hardware Vienna University of Technology 2 Scenegraphs Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 3 Content Pipeline Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs/Operating Systems Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 4 Typical Content Pipeline We need: Content creation tools Exporters Scenegraph/ Engine MechAssault 2 content pipeline Vienna University of Technology 5 DCC tools Only “real” open source option: Blender Everything you need for Game/Movie production Modelling/Rigging Animation Rendering/Compositing Contains complete game engine+editor Fully integrated with UI Immense feature list causes steep learning curve! Vienna University of Technology 6 Blender Vienna University of Technology 7 Blender Vienna University of Technology 8 Wings3D Easy to use subdivion surface modeller Vienna University of Technology 9 Textures Gimp: Full featured image editing Vienna University of Technology 10 Scenegraphs/Engines Scenegraphs deal with Rendering Engines deal with Rendering Physics AI Audio Game logic … Vienna University of -
An Introduction to Computer Games Why Are They Important to Us All?
An Introduction to Computer Games Why Are They Important To Us All? Linux Users of Victoria Melbourne 2013 Andrew Pam Serious Cybernetics sericyb.com.au Introduction ● Computer games are a distinct medium of artistic expression like books, comics and films ● Now financially significant - US$66B global revenue in 2013 (Activision Blizzard US$5B); compare with film industry global theatrical revenue US$35B in 2012 ● Drives development of graphics hardware and software, and in earlier years also audio ● Good for you! (Therapy, mental wellbeing, socialisation, learning) Videogames and Wellbeing: A Comprehensive Review Overview ● Game types (platforms and purposes) ● Game genres ● Emulators and engines ● Game development ● Where to get Linux games ● More information Game types Platforms Purposes ● Desktop ● Advertising ● Mobile (handheld, ● Art phone and tablet) ● Education ● Console ● Entertainment ● Web ● Serious ● Arcade Game genres ● Action ● Puzzle ● Action-adventure ● Role-playing ● Adventure ● Simulation ● Classic (board, card) ● Sports ● Music ● Strategy ● Party ● Tactical ● Programming ● Trivia Action games ● Ball and paddle ● Beat 'em up (hand-to-hand), hack and slash (melee weapons) ● Fighting (one-on-one combat) ● Maze ● Pinball ● Platform ● Shooter: First-person, Massively Multiplayer Online (MMOFPS), Light gun, Arcade, Tactical, Rail, Third-person Adventure games ● Stealth ● Survival horror ● Text ● 2D graphical ● Visual novels ● Interactive movies ● Real-time 3D Role-playing games ● Western: non-linear storyline ● Japanese: typically -
Exploring Help Facilities in Game-Making Software
Exploring Help Facilities in Game-Making Software Dominic Kao Purdue University West Lafayette, Indiana [email protected] ABSTRACT impact of game-making, very few empirical studies have been done Help facilities have been crucial in helping users learn about soft- on help facilities in game-making software. For example, in our ware for decades. But despite widespread prevalence of game en- systematic review of 85 game-making software, we find that the gines and game editors that ship with many of today’s most popular majority of game-making software incorporates text help, while games, there is a lack of empirical evidence on how help facilities about half contain video help, and only a small number contain impact game-making. For instance, certain types of help facili- interactive help. Given the large discrepancies in help facility im- ties may help users more than others. To better understand help plementation across different game-making software, it becomes facilities, we created game-making software that allowed us to sys- important to question if different help facilities make a difference tematically vary the type of help available. We then ran a study of in user experience, behavior, and the game produced. 1646 participants that compared six help facility conditions: 1) Text Help facilities can teach users how to use game-making soft- Help, 2) Interactive Help, 3) Intelligent Agent Help, 4) Video Help, ware, leading to increased quality in created games. Through foster- 5) All Help, and 6) No Help. Each participant created their own ing knowledge about game-making, help facilities can better help first-person shooter game level using our game-making software novice game-makers transition to becoming professionals. -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
Integration of a 3D Rendering Engine with a Physics Simulator
Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21 -
Virtual Reality Software Taxonomy
Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study. -
Digital Home & Entertainment
Digital Home & Entertainment Innovation Report Serious Games: Issues, offer and market Education Training Health Care Information & Communication Defence rd (3 Edition) M11213 – January 2012 Contributors ► Laurent MICHAUD, Head of the Consumer Electronics and Digital Entertainment Practice Laurent conducts studies on consumer electronics, the digital home, video games, music and the related trends: changing uses, new uses and peripherals, technology innovation, piracy, content protection and rights management. Laurent has developed expertise in the field of economic development and capital project engineering. In fact, he is also involved in the studies conducted by IDATE on behalf of local authorities for the formulation of ICT development strategies. He conducts technical and economic analyses for OSEO and incubators on gaming and multimedia content development issues and participates in industry, market and strategic studies on ICTs, television, Internet and video. Laurent is the th instigator of the DigiWorld G@me Summit, whose 10 edition was held in Montpellier in November 17, 2011 during the DigiWorld Summit. This event is organised with the support of the major French and European video game players: SNJV, SELL, ISFE, EGDF, Capital Games, and AFJV. Laurent holds a Master of Economic and Financial Engineering. [email protected] ► Julian ALVAREZ – Véronique ALVAREZ – Damien DJAOUTI www.ludoscience.com Copyright IDATE 2012, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, All rights reserved. None of the contents of this stockage ou diffusion, même partiel et par tous publication may be reproduced, stored in a moyens, y compris électroniques, ne peut être retrieval system or transmitted in any form, effectué sans accord écrit préalable de l'IDATE.