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Development of an Entity Component System Architecture for Realtime Simulation
Fachbereich 4: Informatik Development of an Entity Component System Architecture for Realtime Simulation Bachelorarbeit zur Erlangung des Grades Bachelor of Science (B.Sc.) im Studiengang Computervisualistik vorgelegt von Trevor Hollmann Erstgutachter: Prof. Dr.-Ing. Stefan Müller (Institut für Computervisualistik, AG Computergraphik) Zweitgutachter: Kevin Keul, M.Sc. (Institut für Computervisualistik, AG Computergraphik) Koblenz, im September 2019 Erklärung Ich versichere, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt habe. Ja Nein Mit der Einstellung der Arbeit in die Bibliothek bin ich einverstanden. .................................................................................... (Ort, Datum) (Unterschrift) Abstract The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3, p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierar- chies has been reported as incompatible with constantly changing demands dur- ing game development [2, p. 9], resulting in anti-patterns and eventual, messy re-factoring. [13] Alternative architectures using data oriented paradigms re- volving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11] This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are for- mally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software. Zusammenfassung Die Entwicklung einer Spiele-Engine wird als nichttriviales Problem betrach- tet. -
Immersive Exploration of Hierarchical Networks in VR
Immersive Exploration of Hierarchical Networks in VR BACHELORARBEIT zur Erlangung des akademischen Grades Bachelor of Science im Rahmen des Studiums Medieninformatik und Visual Computing eingereicht von Manuel Eiweck Matrikelnummer 01633012 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Mitwirkung: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Wien, 16 April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Immersive Exploration of Hierarchical Networks in VR BACHELOR’S THESIS submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Media Informatics and Visual Computing by Manuel Eiweck Registration Number 01633012 to the Faculty of Informatics at the TU Wien Advisor: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Assistance: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Vienna, 16th April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Erklärung zur Verfassung der Arbeit Manuel Eiweck Hiermit erkläre ich, dass ich diese Arbeit selbständig verfasst habe, dass ich die verwendeten Quellen und Hilfsmittel vollständig angegeben habe und dass ich die Stellen der Arbeit – einschließlich Tabellen, Karten und Abbildungen –, die anderen Werken oder dem Internet im Wortlaut oder dem Sinn nach entnommen sind, auf jeden Fall unter Angabe der Quelle als Entlehnung kenntlich gemacht habe. Wien, 16 April, 2021 Manuel Eiweck v Danksagung Einen besonderen Dank möchte ich den Betreuern dieser Arbeit Johannes Sorger, Wolfgang Knecht sowie Manuela Waldner aussprechen welche mich in der Entwick- lungsphase dieser Bachelorarbeit tatkräftig unterstützt haben. -
Procedural Generation of Content in Video Games
Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken. -
Objective Employment History
Michael T. Mayers Santa Cruz, CA 95062 email: [email protected] www: http://www.tweakoz.com/portfolio/ github: http://github.com/tweakoz OBJECTIVE Seeking a position at a software/hardware engineering, entertainment or multimedia production company. Looking for a firm which will offer a challenging environment and which thrives upon creativity and cutting edge technology. EMPLOYMENT HISTORY Aug 2017 - Present TANZLE SCOTTS VALLEY, CA Principal Systems Architect Designing and engineering Tanzle’s distributed hardware and software visualization platform, employing technologies such as spatial tracking, 3d rendering, Infiniband networking, OpenGL, OpenCV, CUDA, etc.. Brought up company’s cross platform (Linux,MacOs,Windows) build and development environment. Mar 2015 - Aug 2017 MZ (aka MACHINE ZONE) PALO ALTO, CA Lead Rendering Engineer Working on MZ’s new engine. I work closely with the graphics team in Germany defining requirements for the rendering engine. I am also responsible for bringing up the ECS (Entity Component System) simulation layer that acts as the liaison between Lua and the rendering engine. Oct 2014 - Mar 2015 NVIDIA SANTA CLARA, CA Sr. SW Engineer Worked on bringing up the Linux Graphics Debugger. Oct 2013 - Sep 2014 BLUESCAPE REDWOOD SHORES, CA Principal SW Engineer, Architect : Wall Systems Continued work on the Bluescape wall platform started at Obscura. Jul 2012 - Oct 2013 OBSCURA DIGITAL SAN FRANCISCO, CA Head of Software Engineering Lead software engineer and software architect of the Bluescape wall platform, a multi-user and multi-touchscreen cloud enabled collaborative operating system. (see www.bluescape.com). Apr 2010 - Jul 2012 APPLE INC CUPERTINO, CA GPU Developer Technologies Software Engineer Worked on internal OpenGL command stream processing tools for OpenGL/OpenGLes driver/hardware testing and validation on OSX and iOS platforms. -
Declarative Assembly of Web Applications from Predefined Concepts
Declarative assembly of web applications from predefined concepts The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Perez De Rosso, Santiago et al. "Declarative assembly of web applications from predefined concepts." Proceedings of the 2019 ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software (Onward! ’19), Athens, Greece, Association for Computing Machinery, 2019. © 2019 Association for Computing Machinery As Published http://dx.doi.org/10.1145/3359591.3359728 Publisher ACM Press Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/126599 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Declarative Assembly of Web Applications from Predefined Concepts Santiago Perez De Rosso Daniel Jackson Maryam Archie MIT CSAIL MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] [email protected] Czarina Lao Barry A. McNamara III MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] Abstract Keywords application development, web applications, con- A new approach to web application development is pre- cepts, design, software design, modularity sented, in which an application is constructed by configuring ACM Reference Format: and composing concepts drawn from a catalog developed by Santiago Perez De Rosso, Daniel Jackson, Maryam Archie, Czarina experts. Lao, and Barry A. McNamara III. 2019. Declarative Assembly of A concept is a self-contained, reusable increment of func- Web Applications from Predefined Concepts. -
Konzeption Und Evaluation Eines Entity-Component-Systems Anhand Eines Rundenbasierten Videospiels
Bachelorarbeit Michael Hanisch Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science Michael Hanisch Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Bachelorarbeit eingereicht im Rahmen der Bachelorprüfung im Studiengang Bachelor of Science Angewandte Informatik am Department Informatik der Fakultät Technik und Informatik der Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer: Prof. Dr. Philipp Jenke Zweitgutachter: Dr.-Ing. Sabine Schumann Eingereicht am: 23. September 2016 Michael Hanisch Thema der Arbeit Konzeption und Evaluation eines Entity-Component-Systems anhand eines rundenbasierten Videospiels Stichworte Ashley, Freebooter’s Fate, Videospiel, ECS, LibGDX, Java Kurzzusammenfassung Dieses Arbeit behandelt den Aufbau eines Videospiels mithilfe des Entity-Component-Systems (ECS) Ashley. Als Vorlage dient das Tabletop Strategiespiel Freebooter’s Fate, welches auf Runden und abwechselnden Zügen basiert. Thematisiert wird die Nutzung eines Zustandsautomaten innerhalb eines ECS. Ergebnis ist ein leicht zu erweiterndes Videospiel. Michael Hanisch Title of the paper Conception and evaluation of an entity component system on the basis of a turn based video game Keywords ashley, Freebooter’s Fate, video games, ECS, libGDX, java Abstract This thesis shows the implementation of a video game, using entity component system (ECS) Ashley. Original is miniature wargaming Freebooter’s Fate, which is based on rounds and alternating turns. Picked out as a central theme is the usage of a nite state machine inside an ECS. The result is an easy to expand video game. Inhaltsverzeichnis 1 Einleitung1 1.1 Motivation . .1 1.2 Darstellung der Problemstellung . -
Authoring Interactive Media : a Logical & Temporal Approach Jean-Michael Celerier
Authoring interactive media : a logical & temporal approach Jean-Michael Celerier To cite this version: Jean-Michael Celerier. Authoring interactive media : a logical & temporal approach. Computation and Language [cs.CL]. Université de Bordeaux, 2018. English. NNT : 2018BORD0037. tel-01947309 HAL Id: tel-01947309 https://tel.archives-ouvertes.fr/tel-01947309 Submitted on 6 Dec 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE DE DOCTORAT DE l’UNIVERSITÉ DE BORDEAUX École doctorale Mathématiques et Informatique Présentée par Jean-Michaël CELERIER Pour obtenir le grade de DOCTEUR de l’UNIVERSITÉ DE BORDEAUX Spécialité Informatique Sujet de la thèse : Une approche logico-temporelle pour la création de médias interactifs soutenue le 29 mars 2018 devant le jury composé de : Mme. Nadine Couture Présidente M. Jean Bresson Rapporteur M. Stéphane Natkin Rapporteur Mme. Myriam Desainte-Catherine Directrice de thèse M. Jean-Michel Couturier Examinateur M. Miller Puckette Examinateur Résumé La question de la conception de médias interactifs s’est posée dès l’apparition d’ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification tem- porelle d’objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système. -
Unified Patterns for Realtime Interactive Simulation in Games
Unified Patterns for Realtime Interactive Simulation in Games and Digital Storytelling Dieter Schmalstieg Graz University of Technology Abstract—This paper discusses the state of the art in realtime interactive simulation patterns, which are essential in the development of game engines, digital storytelling, and many other graphical applications. We show how currently popular patterns have evolved from equivalent, or, at least, very similar concepts, and are deeply related. We show that game engines do not need to choose a particular pattern, but can easily combine all desired properties with little or no overhead. Realtime interactive simulations, such as simulation should be flexible in accommodating computer games or cosimulations,1 typically use new entities and new tasks. entities and tasks as their building blocks. A Contemporary game engines, such as Uni- game world or other graphical environment is ty3D, favor the entity/component/system (ECS) populated by entities such as creatures or treas- pattern,2 which makes it easy to extend enti- ures. Many entities coexist, over longer periods ties and tasks independently. ECS decouples of time, and the digital narrative emerges as a entities and tasks, which is often seen as a consequence of their simulated interactions. major advantage over traditional object-ori- The challenge from a programming point of view ented programming techniques. However, it is scalability: We want to make it convenient for does not support communication between the programmer to express the desired simula- 3 entity groups. Mercury has recently shown tion in terms of entities and tasks, and the how Unity3D can be extended with group com- munication based on dataflow, but Mercury still requires to know communication patterns in advance. -
Game and Engine Architecture Tvorba a Dizajn Počítačových Hier Návrh a Vývoj Počítačových Hier Game Development Is Software Development
06 Game and Engine Architecture Tvorba a dizajn počítačových hier Návrh a vývoj počítačových hier Game development is software development •Use of well-defined design patterns •Relatively strict structure of a game and game engine •Not only graphics and physics •Although lots of concepts are borrowed/required from these fields 2 Game architecture •What are all the parts a game consists of? •How do they fit together? •Relying on established standards will make your life easier •You will create maintainable and reusable software pieces •Instead of doing something that immediately works, you need to think about the one constant in software development •Going against the stream might pay off in terms of efficiency •But the results might be harder to comprehend by others 3 What’s the only constant thing in software development? Change Game architecture layers • Architecture with lots of layers (think TCP/IP) • Every subsystem can be put into one of these categories: • Application layer • Deals with the hardware and the operating system • This is usually handled by the game engine • Game logic layer • Manages your game state and how it changes over time • Game view layer • Presents the game state with graphics and sound • Similar to the well-known design pattern Model-View-Controller • Changes in hardware should not affect the game logic or game view layers • Just like MVC 6 Game logic layer •This is your game – all its mechanics • Without input systems, rendering & audio playback… •Contains subsystems that manage the game world state •Communicating -
An Object-Oriented Software Framework for Immersive Virtual Reality Exergames
AN OBJECT-ORIENTED SOFTWARE FRAMEWORK FOR IMMERSIVE VIRTUAL REALITY EXERGAMES By Yifan Wang M.Eng. A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical and Information Engineering The University of Sydney March 2020 Faculty of Engineering The University of Sydney, Australia Authorship Attribution Statement Chapter 3, 4 and 5 of this thesis are published as Wang, Y., Ijaz, K., & Calvo, R. A. (2017). A software application framework for developing immersive virtual reality experiences in health domain. In 2017 IEEE Life Sciences Conference (pp. 27–30). IEEE. Wang, Y., Yuan, D., Ijaz, K., & Calvo, R. A. (2020). VR-Rides: An object-oriented application framework for immersive virtual reality exergames. Software - Practice and Experience. 1-20. I designed and developed this framework, extracted and analysed the data and wrote the drafts of the MS. Chapter 6 of this thesis contains part of the data that published as Ijaz, K., Ahmadpour, N., Wang, Y., & Calvo, R. A. (2020). Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment. International Journal of Human-Computer Interaction. 1-10. Ijaz, K., Wang, Y., Ahmadpour, N., & Calvo, R. A. (2017). Physical activity enjoyment on an immersive VR exergaming platform. In 2017 IEEE Life Sciences Conference (pp. 59– 62). IEEE. Ijaz, K., Wang, Y., Ahmadpour, N., & Calvo, R. A. (2019). Immersive VR exergames for health and wellbeing. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (p. INT043). ACM. Ijaz, K., Wang, Y., Milne, D., & Calvo, R. -
OSS Scripting System for Game Development in Rust Pablo Silva, Rodrigo Campos, Carla Rocha
OSS Scripting System for Game Development in Rust Pablo Silva, Rodrigo Campos, Carla Rocha To cite this version: Pablo Silva, Rodrigo Campos, Carla Rocha. OSS Scripting System for Game Development in Rust. 17th IFIP International Conference on Open Source Systems (OSS), May 2021, Lathi/virtual event, Finland. pp.51-58, 10.1007/978-3-030-75251-4_5. hal-03254065 HAL Id: hal-03254065 https://hal.inria.fr/hal-03254065 Submitted on 8 Jun 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution| 4.0 International License OSS Scripting System for Game Development in Rust Pablo Diego Silva da Silva, Rodrigo Oliveira Campos, and Carla Rocha1 University of Bras´ılia(UnB), Bras´ılia,Brasil [email protected] [email protected] [email protected] Abstract. Software development for electronic games has remarkable performance and portability requirements, and the system and low-level languages usually provide those. This ecosystem became homogeneous at commercial levels around C and C++, both for open source or pro- prietary solutions. However, innovations brought other possibilities that are still growing in this area, including Rust and other system languages. -
An Entity-Component-System Based Co-Simulation Framework Larsi
Simulation Modelling Practice and Theory 108 (2021) 102243 Contents lists available at ScienceDirect Simulation Modelling Practice and Theory journal homepage: www.elsevier.com/locate/simpat Vico: An entity-component-system based co-simulation framework LarsI. Hatledal a,<, Yingguang Chu b, Arne Styve c, Houxiang Zhang a a Department of Ocean Operations and Civil Engineering, Norwegian University of Science and Technology, Larsgårdsvegen 2, 6009 Ålesund, Norway b SINTEF Ålesund, Borgundvegen 340, 6009 Ålesund, Norway c Department of ICT and Natural Sciences, Norwegian University of Science and Technology, Larsgårdsvegen 2, 6009 Ålesund, Norway ARTICLEINFO ABSTRACT Keywords: This paper introduces a novel co-simulation framework running on the Java Virtual Machine Co-simulation built on a software architecture known as the Entity-Component-System. Popularised by games, Continuous-time simulation this architecture favours composition over inheritance, allowing for greater flexibility. Rather Entity-component-system than using a fixed inheritance tree, an entity is defined by its traits, which can be seamlessly Functional mock-up interface changed during simulation. The framework supports the Functional Mock-up Interface standard System structure and parameterisation for co-simulation, as well as the System Structure and Parameterisation standard for defining the system structure. Furthermore, the employed architecture allows users to seamlessly integrate physics engines, plotting, 3D visualisation, co-simulation masters and other types of systems into the framework in a modular way. To show its effectiveness, this paper compares the framework to four similar open-source co-simulation frameworks by simulating a quarter-truck system defined using the System Structure and Parameterisation standard. 1. Introduction This paper introduces Vico, a novel high-level co-simulation framework, which is founded on a software architecture based on the Entity-Component-System (ECS) architecture [1–4].