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Carsim 2019.1 New Features
Mechanical Simulation CarSim 755 Phoenix Drive, Ann Arbor MI, 48108, USA Phone: 734 668-2930 • Fax: 734 668-2877 • Email: [email protected] carsim.com CarSim 2019.1 New Features VS Solver: Architecture ......................................................................................... 2 VS Commands ................................................................................................. 2 COM Interface ................................................................................................. 3 Embedded Python ............................................................................................ 3 Command Line Tools on Windows ................................................................. 3 Machine-generated Documentation ................................................................. 3 Timing When Connecting to Simulink and Other External Software ............. 4 Installation ....................................................................................................... 4 VS Solver: Models ................................................................................................. 4 Built-In Electric Powertrain (EV) .................................................................... 4 Closed-loop Steering Controller ...................................................................... 4 Closed-loop Speed Controller .......................................................................... 5 Improved Representation of Asymmetry ......................................................... 6 Steering -
Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Core Techniques and Algorithms in Game Programming
Core Techniques and Algorithms in Game Programming Core Techniques and Algorithms in Game Programming To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API- specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come. Table of Contents Introduction What You Will Learn What You Need to Know How This Book Is Organized Conventions Chapter 1. A Chronology of Game Programming Phase I: Before Spacewar Phase II: Spacewar to Atari Phase III: Game Consoles and Personal Computers Phase IV: Shakedown and Consolidation Phase V: The Advent of the Game Engine Phase VI: The Handheld Revolution Phase VII: The Cellular Phenomenon Phase VIII: Multiplayer Games In Closing Chapter 2. -
Game Engines
Game Engines Good for Prototypes and kids Scratch http://scratch.mit.edu/ Alice http://www.alice.org/ Kodu http://www.kodugamelab.com/ Game Salad http://www.gamesalad.com/ Gamemaker Studio http://www.yoyogames.com/gamemaker/studio 3D Engines Unity 3D http://www.unity3d.com/ Unreal Engine http://www.unrealengine.com/udk/ Torque 3D http://www.garagegames.com/products/torque-3d Flash based Engines Push Button https://github.com/PushButtonLabs/PushButtonEngine Flixel http://flixel.org/ General programming resources Railsbridge Free workshops in Ruby and Rails for women and their friends http://workshops.railsbridge.org/ Skillcrush Daily email with intro to web and computer topics, tutorials soon. http://www.skillcrush.com/ Code Academy Javascript, html, css, ruby and python http://www.codecademy.com/ Hackity Hack Teaches ruby http://www.hackety.com/ Code Avengers Javascript, html/css http://www.codeavengers.com/ Udacity Online college level courses with an intro to computer science course http://www.udacity.com/ Coursea Online college level course in all sorts of subjects https://www.coursera.org/ Git Hub All sorts of code lives here! https://github.com Processing A simple yet powerful programming language for images, animation and interaction. Lots of great example code. http://www.processing.org/ Game Studios in Madison, WI Raven Software (Activision Blizzard) http://ravensoft.com/ Human Head http://www.humanhead.com/ Filament Games http://www.filamentgames.com/ PerBlue http://www.perblue.com/ Ronin Studios http://www.roninsc.com/ Three -
January 2010
SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where. -
Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2. -
What Is Game Engine Architecture
What Is Game Engine Architecture What Is Game Engine Architecture 1 / 2 In any case, game engines are the workhorses of modern videogame development As you'd expect, there are plenty of engines out there, from very well-known names like Quake and Unreal, that developers and publishers can license at considerable expense, through to in-house proprietary engines created by studios specifically for their own titles.. Quite a few of the in-house engines have no public personality and thus are not included on this list.. CryENGINEAs Seen In: Far Cry, Crysis, Crysis Warhead, Crysis 2, Aion: Tower of Eternity It didn't take long for the German developer Crytek to make a name for itself.. These are what turn good creative ideas into great gameplay Note: It is important to understand that not all developers are vocal about their game engines and instead play their cards close to their chests. T A L K E R to usher in a new generation of PC gaming, Crytek beat them all to the punch with a stunning, tropical set FPS game powered by its own brilliant CryENGINE.. 14320288/red-dead-redemption/videos/reddead_trl_wildwest_50509 html;jsessionid=1oyv5eo9s1id0' target='_blank'>Click here to see just how stunning Red Dead Redemption looks.. Click here to see the CryENGINE 3 GDC demo According to Crytek, 'CryENGINE 3 is the first Xbox 360, PlayStation 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies.. And it is still so young: accurate physics, ecosystem A I and improved draw distance are just some of the improvements we'll see in RAGE over the coming months. -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
Desarrollo De Un Prototipo De Videojuego
UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo. -
Multicopter Design and Control Practice Experiments
Multicopter Design and Control Practice Experiments RflySim Advanced Courses Lesson 05: UE4 3D Scene Development Dr. Xunhua Dai, Associate Professor, School of Computer Science and Engineering, Central South University, China; Email: [email protected] ; https://faculty.csu.edu.cn/daixunhua Content 1. Setup Instruction Path of source code in this Lesson: 2. UE4 3D scene build “RflySimAPIs\UE4MapSceneAPI” 3. RflySim3D 3D scene import 4. Vehicle 3D model build and import 5. Control demo of objects in scene 6. Summary 2 Note: If you failed to download 1. Setup Instruction the file, you can use the installer “RflySimAPIs\UE4MapSceneAPI\E picInstaller-******.msi” 1.1 Components to be installed • 3Ds Max 2020 (or other versions, please install by yourself) • Visual Studio 2017 (not required to develop UE4 scenes, but required for UE4 C++/plugin programming development) • Unreal Engine 4.22 (UE4.22 this version only) The following describes how to install UE4.22 engine (internet connection required): • Open the official website of the EPIC Unreal Engine: • https: //www.unrealengine.com/en-US/?lang=en-US • Register an EPIC account and log in • Then, click the “DOWNLOAD" button on the upper right 3 1. Setup Instruction 1.2 How to install Epic Games • After clicking the “DOWNLOAD" button, the following selection box will pop up • Select the “Creators License” on the right to download the latest installation package. • Click the installation package to install, you can get "Epic Games Launcher" shortcut • Click this shortcut and log in to your Epic account, you can enter the Epic Games management page 4 1. -
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. -
Transaction / Regular Paper Title
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of South Wales Research Explorer IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES 1 Design of Large Scale Virtual Equipment for Interactive HIL Control System Labs Yuxin Liang and Guo-Ping Liu, Fellow, IEEE Abstract—This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than thirty virtual instruments aims at offering students convenient experiment as well as an extensible framework for experiments in a collaborative way. hardware-in-the-loop (HIL) simulations with realistic 3D animations can be an efficient and safe way for verification of control algorithms. Advanced 3D technologies are adopted to achieve convincing performance. In addition, accurate mechanical movements are designed for virtual devices using real-time data from hardware-based simulations. Many virtual devices were created using this method and tested through experiments to show the efficacy. This method is also suitable for other virtual applications. The system has been applied to a creative automatic control experiment course in the Harbin Institute of Technology. The assessment and student surveys show that the system is effective in student’s learning. Index Terms—control systems, 3D equipment design, virtual laboratory, real-time animation, control education, hardware- based simulation —————————— —————————— 1 INTRODUCTION N the learning of control systems, students not only have by static pictures with augmented reality animation in the I to acquire theoretical knowledge, but also the ability to recent work of Chacón et at.