Level Design 4
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Splice: a Standardized Peripheral Logic and Interface Creation Engine
Washington University in St. Louis Washington University Open Scholarship All Computer Science and Engineering Research Computer Science and Engineering Report Number: WUCSE-2007-22 2007 Splice: A Standardized Peripheral Logic and Interface Creation Engine Justin Thiel Recent advancements in FPGA technology have allowed manufacturers to place general- purpose processors alongside user-configurable logic gates on a single chip. At first glance, these integrated devices would seem to be the ideal deployment platform for hardware- software co-designed systems, but some issues, such as incompatibility across vendors and confusion over which bus interfaces to support, have impeded adoption of these platforms. This thesis describes the design and operation of Splice, a software-based code generation tool intended to address these types of issues by providing a bus-independent structure that allows end-users to easily integrate their customized peripheral logic into embedded systems.... Read complete abstract on page 2. Follow this and additional works at: https://openscholarship.wustl.edu/cse_research Part of the Computer Engineering Commons, and the Computer Sciences Commons Recommended Citation Thiel, Justin, "Splice: A Standardized Peripheral Logic and Interface Creation Engine" Report Number: WUCSE-2007-22 (2007). All Computer Science and Engineering Research. https://openscholarship.wustl.edu/cse_research/126 Department of Computer Science & Engineering - Washington University in St. Louis Campus Box 1045 - St. Louis, MO - 63130 - ph: (314) 935-6160. This technical report is available at Washington University Open Scholarship: https://openscholarship.wustl.edu/ cse_research/126 Splice: A Standardized Peripheral Logic and Interface Creation Engine Justin Thiel Complete Abstract: Recent advancements in FPGA technology have allowed manufacturers to place general-purpose processors alongside user-configurable logic gates on a single chip. -
Luminosity | a Re-Imagining of Twilight | by Alicorn
Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it. -
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. -
Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ........................................................................................................... -
The Search for the "Manchurian Candidate" the Cia and Mind Control
THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments. -
Mbk-Game Engine Lecture
Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years ART 300 person team GAME DESIGN 10 years ENGINEERING Final Fantasy 15 PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. 1999 Roller Coaster Tycoon written by one guy in x86 assembly language TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. Today, more flexibility in language Typically Object-Oriented Use development tools like Visual Studio or Eclipse TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content Lots of content on tight deadlines. Glitches and crashes are BAD. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations Doom 1993 Levels, dungeons, and rooms were not only for game pacing, but to limit the number of objects to compute and render at a time. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations 2016 graphics Pixar - Piper Final Fantasy 15 Gregory, Jason. Game engine architecture. CRC Press, 2009. Game Engines Tools that fit the pieces together Game Engine GAME ENGINES: HISTORY 1990s First-person shooters: Doom by id Software GAME ENGINES: HISTORY Architecture separates core software from game- specific assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play GAME ENGINES: HISTORY 1990’s Separation of game engine allowed “mods” by replacing assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play Not okay mod. -
Cif-CK: an Architecture for Social Npcs in Commercial Games
CiF-CK: An Architecture for Social NPCs in Commercial Games Manuel Guimaraes Pedro Santos Arnav Jhala INESC-ID INESC-ID Department of Computer Science Instituto Superior Tecnico´ Instituto Superior Tecnico´ Visual Narrative Cluster Universidade de Lisboa Universidade de Lisboa North Carolina State University Lisbon, Portugal Lisbon, Portugal Raleigh, North Carolina, USA Email: [email protected] Email: [email protected] Email: [email protected] Abstract—We present and describe CiF-CK — a social agent Modern social architectures/models, originating from aca- architecture that models reasoning about persistent social inter- demic research groups, have the potential to transform actions to improve narrative engagement and play experience videogame’s NPC interaction to open up rich narrative design for human interactors. The architecture is inspired by McCoy et al’s Comme il-Faut (CiF) architecture that represented rich spaces for players to explore. These models allow the system social interactions between agents that included feelings, social to automatically manage and keep up with the complexity of and relationship contexts, and longer term mood. The key social interactions, reducing the number of experiences that contribution of this work is in adapting the richness of social need to be explicitly authored [6]. Reasoning about the social interactions from CiF to a first-person interaction experience context in terms of relationship goals and desires, social status, and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in and emotional changes is central to believable behaviour [7]. the player community for the popular game. Academic research on AI in games and commercial game AI development efforts are rather disjoint. -
Proceedings of DRS 2018 International Conference
Section 9. Designing for Transitions Editorial: Designing for Transitions BOEHNERT Joannaa; LOCKTON Danb and MULDER Ingridc a EcoLabs, Margate b Carnegie Mellon University c Delft University of Technology doi: 10.21606/dma.2018.008 “Transition Design acknowledges that we are living in ‘transitional times’. It takes as its central premise the need for societal transitions to more sustainable futures and argues that design has a key role to play in these transitions. It applies an understanding of the interconnectedness of social, economic, political and natural systems to address problems at all levels of spatiotemporal scale in ways that improve quality of life. Transition Design advocates the reconception of entire lifestyles, with the aim of making them more place-based, convivial and participatory and harmonizing them with the natural environment” (Irwin et al 2015). The Designing for Transitions track at DRS 2018 encompasses emerging approaches to design research at the intersection of sustainable design and sociotechnical systems theory. Exemplary are the growing international research communities explicitly centred around Transition Design (e.g. Irwin et al 2015) and Systemic Design (e.g. Sevaldson 2017), aiming to strengthen the role of design in the context of societal challenges. Whether considered in terms of everyday social practices, at a community scale or at the level of global challenges, a framing around designing for transitions brings together considerations of temporality, futures, different types of literacies, participation, social innovation, human needs, and interconnectedness; designing for transitions involves designing how transitions are conceived, enacted, governed and managed. Our aim at DRS is for the track to build bridges between scholars and designers who work on transition in design, whether their work is explicitly framed in terms of transitions, or whether they encompass expertise and framings which take a broader view of design for social sustainability. -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J. -
Florida Community College: Serving the First Coast Through Educational and Technology Leadership
Florida Community College: Serving the First Coast through Educational and Technology Leadership Robert J. (Rob) Rennie, Ph.D. Vice President, Technology & CIO AFCEA September 18, 2007 About Florida Community College • 10th largest U.S. Community College • 5th largest U.S. degree granter • 4th in A.S. Degrees • 4th in Nursing Graduates • Florida’s 2nd largest College 2 Jacksonville • Metro area of 1.2 million • Largest geographic U.S. city • Median age 35 (youngest FL city) • Money Magazine 10 Best Places to Live and #1 • Hottest City for Business Expansion 3 Broad Organizational Scope Local National Global 4 Urban Military Suburban Virtual Rural 5 College Goals • Prepare students for distinctive success in the Global Information Age • Optimize Access to & Participation in College Programs • Elevate Customer Service to a Level Unsurpassed in Higher Education • Respond Quickly & Effectively to the Human Resources Needs of Employers • Enhance Institutional Performance 6 & Accountability Our REAL Mission: Culture Change 7 By Dik Browne Liberal Arts 8 Fine Arts 9 Business Programs 10 Bachelor’s of Applied Science Degree 11 Career Programs and Workforce Development • Most career programs in Florida • Fastest program development rate in Florida • Broadest technology curriculum in Florida 12 Technology 13 Fire Academy 14 Aviation Center 15 Criminal Justice Center 16 Polytechnic Academy 17 Advanced Technology Center 18 Information Technology 19 Advanced Manufacturing 20 Automotive Technology 21 Bioinformatics 22 Open Campus 23 Institutes & Academies -
Appendix a Basic Mathematics for 3D Computer Graphics
Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points. -
Chapter 00. Why Java for Games Programming?
Java Prog. Techniques for Games. Chapter 00. Why Java? Draft #1 (18th July '04) Chapter 00. Why Java for Games Programming? This is where I revisit many discussions (i.e. arguments) about why Java is not a crazy choice for games programming. Possibly this chapter isn't necessary since you're already convinced of Java's qualities. But maybe you're not quite sure. 1. First the Advantages, but briefly... One of my assumptions is that the reader (that's you) already has an introductory knowledge of Java, the sort of stuff gleaned from a semester's course at college. Near the start of that course, you'll have been regaled with Java's many advantages: object orientation, cross-platform support, code reuse, ease of development, tool availability, reliability and stability, good documentation, support from Sun Microsystems, low development costs, the ability to use legacy code (e.g. C, C++), and increased programmer productivity. Rather than explain each of them again, I'll take a different approach. I'll discuss Java's suitability for games programming in terms of the typical misconceptions/complaints wheeled out by people who think that games must be implemented in C, or C++, or assembler, or whatever (so long as its not Java). Here's the list, briefly: • Java is too slow for games programming; • Java has memory leaks; • Java is too high-level; • Java isn't supported on games consoles, so why bother using it; • No one uses Java to write real games; • Sun Microsystems isn't interested in supporting Java gaming. 2. Java is Too Slow for Games Programming They mean that Java is slow compared to C or C++, the dominant languages for games programming at the moment.