Video Lecture Series on the U.S. Computer Game Industry: Opening & Online Game Technology Trends and Directions in 3-5 Years
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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. -
Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Introduction Physics Engines AGEIA Physx SDK AGEIA
25/3/2008 SVR2007 Introduction Tutorial AGEIA PhysX • What does physics give? – Real world interaction metaphor – Realistic simulation Virtual Reality • Who needs physics? and Multimedia { mouse, ds2, gsm, masb, vt, jk } @cin.ufpe.br Research Group Thiago Souto Maior – Immersive games and applications Daliton Silva Guilherme Moura Márcio Bueno • How to use this? Veronica Teichrieb Judith Kelner – Through physics engines implemented in software or hardware Petrópolis, May 2007 Physics Engines AGEIA PhysX SDK • Simplified Newtonian models • Based upon NovodeX API • “High precision” versus “real time” simulations • Commercial and open source engines • Middleware concept • What comes together in a physics engine? • First asynchronous physics API – Mandatory • Tons of math calculations • Takes advantage of multiprocessing game • Collision detection • Rigid body dynamics systems – Optional • Fluid dynamics • Cloth simulation • Particle systems • Deformable object dynamics AGEIA PhysX SDK AGEIA PhysX SDK • Supports game • Integration with game development life cycle engines – 3DSMax and Maya – Unreal Engine 3.0 plugins (PhysX – Emergent GameBryo Create) – Natural Motion – Properties tuning with Endorphin PhysX Rocket • Runs in PC, Xbox 360 – Visual remote and PS3 debugging with PhysX VRD 1 25/3/2008 AGEIA PhysX SDK AGEIA PhysX Processor • Supports • AGEIA PhysX PPU – Complex rigid body dynamics • Powerful PPU + – Collision detection CPU + GPU – Joints and springs – Physics + Math + – Volumetric fluid simulation Fast Rendering – Particle systems -
Tasosuunnittelu Source Engine -Pelimoottorilla
Tasosuunnittelu Source Engine -pelimoottorilla Viestintä 3D-visualisointi Opinnäytetyö 31.5.2009 Arttu Mäki Kulttuurialat Koulutusohjelma Suuntautumisvaihtoehto Viestintä 3D-visualisointi Tekijä Arttu Mäki Työn nimi Tasosuunnittelu Source Engine -pelimoottorilla Työn ohjaaja/ohjaajat Kristian Simolin Työn laji Aika Numeroidut sivut + liitteiden sivut Opinnäytetyö 31.5.2009 31 TIIVISTELMÄ Opinnäytetyön tutkimuksen kohteena selvitettiin ja ratkaistiin yleisiä ongelmia ja haasteita liittyen Valve Softwaren kehittämään, Source Engine –pelimoottorilla toimivaan tasosuunnit- teluohjelmaan ja sen käyttöön. Työ käy läpi tärkeimmät suunnitteluun liittyvät työtavat geometrian rakentamisesta valaistuksen määrittämiseen. Työnä esitellään Valve Softwarelle 2008 keväällä myyty projekti ”Fastlane”, josta tuli yksi virallisista kartoista Team Fortress 2 – moninpeliin. Tasosuunnittelulla tarkoitetaan kentän rakentamista alkuperäisten suunnitelmien perusteella aina toimivaksi pelikentäksi asti. Kenttään rakennetaan pelimekaaniset elementit, valaistus, mallit ja äänet. Opinnäytetyössä on tarkasteltu pelisuunnittelun historiaa, yritysten taustaa, sekä käyty läpi käytettävän ohjelmiston työkalut ja toiminnot. Työssä on käytetty apuna laajaa valikoimaa eri lähdemateriaaleja koskien taso- ja pelisuun- nittelua ja käyty läpi tapauskohtaisesti se, miten voitaisiin selvitä prosessista mahdollisim- man tehokkaasti hyödyntäen Valve Softwaren tarjoamia monipuolisia työkaluja. Teos/Esitys/Produktio Säilytyspaikka Metropolia Ammattikorkeakoulu Avainsanat tasosuunnittelu, -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
The Korean Internet Freak Community and Its Cultural Politics, 2002–2011
The Korean Internet Freak Community and Its Cultural Politics, 2002–2011 by Sunyoung Yang A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Graduate Department of Anthropology University of Toronto © Copyright by Sunyoung Yang Year of 2015 The Korean Internet Freak Community and Its Cultural Politics, 2002–2011 Sunyoung Yang Doctor of Philosophy Department of Anthropology University of Toronto 2015 Abstract In this dissertation I will shed light on the interwoven process between Internet development and neoliberalization in South Korea, and I will also examine the formation of new subjectivities of Internet users who are also becoming neoliberal subjects. In particular, I examine the culture of the South Korean Internet freak community of DCinside.com and the phenomenon I have dubbed “loser aesthetics.” Throughout the dissertation, I elaborate on the meaning-making process of self-reflexive mockery including the labels “Internet freak” and “surplus (human)” and gender politics based on sexuality focusing on gender ambiguous characters, called Nunhwa, as a means of collective identity-making, and I explore the exploitation of unpaid immaterial labor through a collective project making a review book of a TV drama Painter of the Wind. The youth of South Korea emerge as the backbone of these creative endeavors as they try to find their place in a precarious labor market that has changed so rapidly since the 1990s that only the very best succeed, leaving a large group of disenfranchised and disillusioned youth. I go on to explore the impact of late industrialization and the Asian financial crisis, and the nationalistic desire not be left behind in the age of informatization, but to be ahead of the curve. -
Obtaining and Using Evidence from Social Networking Sites
U.S. Department of Justice Criminal Division Washington, D.C. 20530 CRM-200900732F MAR 3 2010 Mr. James Tucker Mr. Shane Witnov Electronic Frontier Foundation 454 Shotwell Street San Francisco, CA 94110 Dear Messrs Tucker and Witnov: This is an interim response to your request dated October 6, 2009 for access to records concerning "use of social networking websites (including, but not limited to Facebook, MySpace, Twitter, Flickr and other online social media) for investigative (criminal or otherwise) or data gathering purposes created since January 2003, including, but not limited to: 1) documents that contain information on the use of "fake identities" to "trick" users "into accepting a [government] official as friend" or otherwise provide information to he government as described in the Boston Globe article quoted above; 2) guides, manuals, policy statements, memoranda, presentations, or other materials explaining how government agents should collect information on social networking websites: 3) guides, manuals, policy statements, memoranda, presentations, or other materials, detailing how or when government agents may collect information through social networking websites; 4) guides, manuals, policy statements, memoranda, presentations and other materials detailing what procedures government agents must follow to collect information through social- networking websites; 5) guides, manuals, policy statements, memorandum, presentations, agreements (both formal and informal) with social-networking companies, or other materials relating to privileged user access by the Criminal Division to the social networking websites; 6) guides, manuals, memoranda, presentations or other materials for using any visualization programs, data analysis programs or tools used to analyze data gathered from social networks; 7) contracts, requests for proposals, or purchase orders for any visualization programs, data analysis programs or tools used to analyze data gathered from social networks. -
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 -
Designing Design Tools Genel Bakış
Designing Design Tools Genel Bakış İyi ve güzel bir oyun, gelişmiş ve kullanışlı oyun tasarlama araçları ile oluşturulabilr. Bunlardan en önemlisi Geliştirme ya da seviye ortamı adını verebileceğimiz LEVEL EDITOR dür. Level editörler, 3d , 2d modelcilerin, ve programcıların kullandığı bir ara yüzdür. Geçmişte ilk jenerasyon oyunlarda genelde tek level dan oluşan oyunlar karşımıza çıkmış iken günümüzde yüzlerce level a ulaşan oyunlar bulunmaktadır. 1. UNREAL EDITOR / UDK Game Engine: Unreal Engine 3, (UDK) Games: Unreal Tournament 3, Bioshock 1/2, Bioshock Infinite, Gears of War Series, Borderlands 1/2, Dishonored Fonksiyonellik Level editörlerinden beklenen en önemli özellik kullanışlı olmalarıdır. Hızlı çalışılabilmesi için kısa yollar, tuşlar içermelidir. Bir çok özellik ayarlanabilir, açılıp kapanabilmelidir. Stabil çalışmalıdır. 2. HAMMER SOURCE Game Engine: Source Engine Games: L4D2/L4D1, CS: GO, CS:S, Day of Defeat: Source, Half-Life 2 and its Episodes, Portal 1 and 2, Team Fortress 2. Görselleştirme - Yapılan değişikliklerin aynı anda hem oyuncu gözünden hem de dışarıdan görülebilmesi gerekir. Bunu yazar “What you see is what you get” Ne goruyorsan onu alirsin diyerek anlatmıştır. - Kamera hareketleri kolayca değiştirilebilmelidir, Level içinde bir yerden başka bir yere hızla gitmeyi sağlayan ve diğer oyun objeleri ile çarpışmayan, hatta icinden gecebilen “Flight Mode” uçuş durumu adı verilen bir fonksiyon olmalıdır. - Editörün gördüğü ile oyuncunun grdugu uyumlu olmalidir, tersi durumunda oynanabilirlik azalacak, oyun iyi gozukmeyecektirç - Editor coklu goruntu seceneklerine ihtiyac duyulubilir. Bazi durumlarda hem ustten hem onden hemde kamera acisi ayni anda gorulmelidir. 3. SANDBOX EDITOR / CRYENGINE 3 SDK Game Engine: CryEngine 3 Games: Crysis 1, 2 and 3, Warface, Homefront 2 Oyunun Butunu Level editorler, tasarimciya her turlu kolayligi saglayabilecek fazladan bilgileri de vermek durumundadir. -
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. -
Ray Traced (Max
Run-Time Code Generation for Materials Stephan Reiter Introduction id Tech 3 is a game engine used in several well received would have resulted in an unacceptable loss of speed, textures/gothic_block/demon_block15fx { products, such as id Software’s Quake 3 Arena, and was run-time generation of machine code was employed. { released under an open source license in 2005. Within the map textures/sfx/firegorre.tga demon Materials in id Tech 3 can be composed of multiple layers tcmod scroll 0 1 scope of my diploma thesis I investigated the use of real- tcMod turb 0 .25 0 1.6 that are blended to get the final color value: tcmod scale 4 4 time ray tracing in games and found id Tech 3 to be an • An animated or static texture can be sampled in each blendFunc GL_ONE GL_ZERO excellent basis for evaluating the qualities of ray tracing } spitting layer at coordinates computed by a chain of modifiers, { in creating visually pleasing virtual environments. map textures/gothic_block/demon_block15fx.tga which apply transformations to the texture coordinates of blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA fire id Tech 3 uses a complex material system that allows the the surface the material is applied to. } { specification of the look and the behavior of surfaces in • Color and alpha values can be generated per layer (e.g., map $lightmap blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA scripts. Support for this system in the new ray tracing based on noise and waveforms) and may be used to } based rendering backend was crucial to recreating and modulate the texture color (typically used for lighting). -
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