Portability of Serious Game Software Components
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Blotch3d User Manual with Just a Few Lines Code You Can Create Real-Time 3D Apps for Multiple Platforms
Blotch3D User Manual With just a few lines code you can create real-time 3D apps for multiple platforms. QUICK START INTRODUCTION PROJECT STRUCTURE DEVELOPMENT MAKING 3D MODELS DYNAMICALLY CHANGING A SPRITE’S ORIENTATION AND POSITION MATRIX INTERNALS A SHORT GLOSSARY OF 3D GRAPHICS TERMS TROUBLESHOOTING RIGHTS Quick start (This quick start section is for Windows. See below for other platforms, like Android, etc.) 1. Get the installer for the latest release of MonoGame from http://www.monogame.net/downloads/ and run it. (Do NOT get the current development version nor the NuGet package.) 2. Get the Blotch3D repository zip from https://github.com/Blotch3D/Blotch3D and unzip it. 3. Open the Visual Studio solution file. 4. Build and run the example projects. 5. See IntelliSense comments for reference documentation. Introduction Blotch3D is a C# library that vastly simplifies many of the fundamental tasks in development of 3D applications and games. Examples are provided that show how with just a few lines of code you can… • Load standard file types of 3D models as “sprites” and display and move them in 3D with real- time performance. • Set a model’s material, texture, and how it responds to lighting. • Load textures from standard image files. • Show 2D and in-world (as a texture) text in any font, size, color, etc. at any 2D or 3D position, and make text follow a sprite in 2D or 3D. • Attach sprites to other sprites to create associated structures of sprite trees as large as you want. Child sprite orientation and position is relative to its parent sprite’s orientation and position, and can be changed dynamically. -
Apple IOS Game Development Engines P
SWE578 2012S 1 Apple IOS Game Development Engines Abstract—iOS(formerly called iPhone OS) is Apple's section we make comparison and draw our conclusion. mobile operating system that is used on the company's mobile device series such as iPhone, iPod Touch and iPad which II. GAME ENGINE ANATOMY have become quite popular since the first iPhone launched. There are more than 100,000 of the titles in the App Store are A common misconception is that a game engine only games. Many of the games in the store are 2D&3D games and draws the graphics that we see on the screen. This is of it can be said that in order to develop a complicated 3D course wrong, for a game engine is a collection of graphical game, using games engines is inevitable. interacting software that together makes a single unit that runs an actual game. The drawing process is one of the I. INTRODUCTION subsystems that could be labeled as the rendering With its unique features such as multitouch screen and engine[3]. accelerometer and graphics capabilities iOS devices has Game engines provide a visual development tools in become one of the most distinctive mobile game addition to software components. These tools are provided platforms. More than 100,000 of the titles in the App Store in an integrated development environment in order to are games. With the low development cost and ease of create games rapidly. Game developers attempt to "pre- publishing all make very strange but new development invent the wheel” elements while creating games such as opportunity for developers.[2]Game production is a quite graphics, sound, physics and AI functions. -
Game-Based Learning
Game-based Learning Motion-based Educational Game Per Olav Flaten Henrik Reitan Master of Science in Informatics Submission date: June 2016 Supervisor: Alf Inge Wang, IDI Norwegian University of Science and Technology Department of Computer and Information Science Problem Description Title: Game-based Learning Sub-title: Motion-based Educational Game This project focuses on the development, testing and experimentation with motion-based educational games. The games will use body movement as input to provide a natural user interface and will provide learning through gesture based movement. The project consists of a state-of the-art study, prototyping and develop- ment, testing and experimentation with real users, and analysis of the ex- perimental data. The project will utilize technology like Kinect or similar. Assignment given: 13:01.2015 Supervisor: Alf Inge Wang Abstract This master's project is dedicated to investigate the potential for educa- tional games with a motion controller based interface. Through professor Alf Inge Wang at NTNU we were assigned the task of brainstorming and developing a concept that would utilize motion controllers, more speci- cally the Microsoft Kinect, and investigate if it could be useful outside of a traditional game setting. Additionally it was expressed a desire to have em- phasis on reusable software that would benet future projects investigating the same area or using the same technology. Throughout our research period we have discovered several interesting things. We found that although the Kinect failed to gain any traction on its in- tended area of use, it is a very impressive piece of aordable technology that is worth investigating further. -
Studying and Enabling Reuse in Android Mobile Apps Andrew Steven Holtzhauer College of William & Mary - Arts & Sciences
W&M ScholarWorks Dissertations, Theses, and Masters Projects Theses, Dissertations, & Master Projects 2014 Studying and Enabling Reuse in android Mobile Apps andrew Steven Holtzhauer College of William & Mary - Arts & Sciences Follow this and additional works at: https://scholarworks.wm.edu/etd Part of the Computer Sciences Commons Recommended Citation Holtzhauer, andrew Steven, "Studying and Enabling Reuse in android Mobile Apps" (2014). Dissertations, Theses, and Masters Projects. Paper 1539626959. https://dx.doi.org/doi:10.21220/s2-0fsx-bc44 This Thesis is brought to you for free and open access by the Theses, Dissertations, & Master Projects at W&M ScholarWorks. It has been accepted for inclusion in Dissertations, Theses, and Masters Projects by an authorized administrator of W&M ScholarWorks. For more information, please contact [email protected]. Studying and Enabling Reuse in Android Mobile Apps Andrew Steven Holtzhauer Stafford, VA Bachelor of Science, College of William and Mary, 2012 A Thesis presented to the Graduate Faculty of the College of William and Mary in Candidacy for the Degree of Master of Science Department of Computer Science The College of William and Mary August 2014 COMPLIANCE PAGE Research approved by Protection of Human Subjects Committee Protocol number(s): PHSC-2013-06-07-8782 Date(s) of approval: 2013-06-14 APPROVAL PAGE This Thesis is submitted in partial fulfillment of the requirements for the degree of Master of Science Andrew Steven Holtzhauer Approved by the Committee, August 20T4 littefe Cfiair Assistant Professor Denys feoshyvanyk, Computer Science The College of William and Mary Associate Professor Peter Kemper, Computer Science The College of William and Mary fessor Collin McM+tfar/Computer Science University of Notre Dame ABSTRACT In the recent years, studies of design and programming practices in mobile development are gaining more attention from researchers. -
Protobuild Documentation Release Latest
Protobuild Documentation Release latest June Rhodes Aug 24, 2017 General Information 1 User Documentation 3 1.1 Frequently Asked Questions.......................................3 1.2 GitHub..................................................6 1.3 Twitter..................................................6 1.4 Contributing...............................................6 1.5 Getting Started..............................................8 1.6 Getting Started..............................................8 1.7 Defining Application Projects...................................... 11 1.8 Defining Console Projects........................................ 14 1.9 Defining Library Projects........................................ 15 1.10 Defining Content Projects........................................ 16 1.11 Defining Include Projects........................................ 18 1.12 Defining External Projects........................................ 20 1.13 Migrating Existing C# Projects..................................... 24 1.14 Customizing Projects with Properties.................................. 25 1.15 Changing Module Properties....................................... 34 1.16 Including Submodules.......................................... 36 1.17 Package Management with Protobuild.................................. 37 1.18 Package Management with NuGet.................................... 40 1.19 Creating Packages for Protobuild.................................... 42 1.20 Code Signing for iOS.......................................... 46 1.21 Targeting the Web -
How Are Issue Reports Discussed in Gitter Chat Rooms?
How are issue reports discussed in Gitter chat rooms? Hareem Sahar1, Abram Hindle1, Cor-Paul Bezemer2 University of Alberta Edmonton, Canada Abstract Informal communication channels like mailing lists, IRC and instant messaging play a vital role in open source software development by facilitating communica- tion within geographically diverse project teams e.g., to discuss issue reports to facilitate the bug-fixing process. More recently, chat systems like Slack and Git- ter have gained a lot of popularity and developers are rapidly adopting them. Gitter is a chat system that is specifically designed to address the needs of GitHub users. Gitter hosts project-based asynchronous chats which foster fre- quent project discussions among participants. Developer discussions contain a wealth of information such as the rationale behind decisions made during the evolution of a project. In this study, we explore 24 open source project chat rooms that are hosted on Gitter, containing a total of 3,133,106 messages and 14,096 issue references. We manually analyze the contents of chat room discus- sions around 457 issue reports. The results of our study show the prevalence of issue discussions on Gitter, and that the discussed issue reports have a longer resolution time than the issue reports that are never brought on Gitter. Keywords: developer discussions, Gitter, issue reports Email address: [email protected] (Hareem Sahar ) 1Department of Computing Science, University of Alberta, Canada 2Analytics of Software, Games and Repository Data (ASGAARD) lab, University of Al- berta, Canada Preprint submitted to Journal of Systems and Software October 29, 2020 1. Introduction Open source software (OSS) development uses the expertise of developers from all over the world, who communicate with each other via email, mailing lists [1], IRC channels [2], and modern communication platforms like Gitter 5 and Slack [3]. -
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. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
The Pisharp IDE for Raspberry PI
http://researchcommons.waikato.ac.nz/ Research Commons at the University of Waikato Copyright Statement: The digital copy of this thesis is protected by the Copyright Act 1994 (New Zealand). The thesis may be consulted by you, provided you comply with the provisions of the Act and the following conditions of use: Any use you make of these documents or images must be for research or private study purposes only, and you may not make them available to any other person. Authors control the copyright of their thesis. You will recognise the author’s right to be identified as the author of the thesis, and due acknowledgement will be made to the author where appropriate. You will obtain the author’s permission before publishing any material from the thesis. The PiSharp IDE for Raspberry PI Bo Si This thesis is submitted in partial fulfillment of the requirements for the Degree of Master of Science at the University of Waikato. August 2017 © 2017 Bo Si Abstract The purpose of the PiSharp project was to build an IDE that is usable for beginners developing XNA-like programs on a Raspberry-Pi. The system developed is capable of 1. Managing and navigating a directory of source files 2. Display a file in a code text editor 3. Display code with syntax highlight 4. Automatically discovering program library structure from code namespaces 5. Compiling libraries and programs automatically with recompilation avoided if source code has not been updated 6. Compiling and running from the IDE 7. Editing more than one file at a time 8. -
Razvoj Neodvisnih Video Iger Run&Roll
Univerza v Ljubljani Fakulteta za racunalniˇ ˇstvo in informatiko Rok Creˇsnikˇ Razvoj neodvisnih video iger Run&Roll DIPLOMSKO DELO NA UNIVERZITETNEM STUDIJUˇ RACUNALNIˇ STVAˇ IN INFORMATIKE, SMER INFORMATIKA Ljubljana 2013 University of Ljubljana Faculty of Computer and Information Science Rok Creˇsnikˇ Indie Game Development Run&Roll THESIS FACULTY OF COMPUTER AND INFORMATION SCIENCE, DEPARTMENT OF INFORMATICS Mentor: doc. dr. Rok Rupnik Ljubljana 2013 Univerza v Ljubljani Fakulteta za racunalniˇ ˇstvo in informatiko Rok Creˇsnikˇ Razvoj neodvisnih video iger Run&Roll DIPLOMSKO DELO NA UNIVERZITETNEM STUDIJUˇ RACUNALNIˇ STVAˇ IN INFORMATIKE, SMER INFORMATIKA Mentor: doc. dr. Rok Rupnik Ljubljana 2013 The results of the thesis are the intellectual property of the author, and the Faculty of Computer and Information Science, University of Ljubljana. For publishing or exploitation of the results of the thesis the written consent of the author, Faculty of Computer and Information Science and the mentor is needed. Namesto te strani vstavite original izdane teme diplomskega dela s pod- pisom mentorja in dekana ter ˇzigomfakultete, ki ga diplomant dvigne v ˇstudentskem referatu, preden odda izdelek v vezavo! Izjava o avtorstvu diplomskega dela Spodaj podpisani Rok Cresnik, z vpisno ˇstevilko 63050021, sem avtor di- plomskega dela z naslovom: Indi Game Development S svojim podpisom zagotavljam, da: • sem diplomsko delo izdelal samostojno pod mentorstvom doc. dr. Roka Rupnika. • so elektronska oblika diplomskega dela, naslov (slov., angl.), povzetek (slov., angl.) ter kljuˇcnebesede (slov., angl.) identiˇcnis tiskano obliko diplomskega dela • soglaˇsamz javno objavo elektronske oblike diplomskega dela v zbirki "Dela FRI". V Ljubljani, dne 15. oktober 2013 Podpis avtorja: Thank you! Contents Povzetek 1 Abstract 5 Prologue: The Hero is Born: iOS & Objective-C 7 0.1 iOS . -
A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-X
International Journal of Engineering and Applied Sciences (IJEAS) ISSN: 2394-3661, Volume-3, Issue-11, November 2016 A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-x Jinseok Seo, Hun Choi Abstract— In this paper, by introducing a case study on of "ResourceMaker", a tool developed for efficient game development of a first-person shooter game “Biosis” playable in resource sharing and management. This chapter also both iOS and Android platforms, we present guidelines for describes the level engine implemented to reflect the game developing one-source multi-platform mobile games using designers’ intention freely. Finally, Chapter V concludes the cocos2d-x game engine. This paper also describes the paper. “ResourceMaker” implemented to share and manage game assets efficiently in our multi-targeted development environment and the level engine by using which game planners can easily apply their designs to game levels. We expect that the presented guidelines will help game developers reduce the time and cost for development in the mobile game ecosystem, the life-cycle of which is very short. Index Terms—cocos2d-x, mobile game, multi-platform I. INTRODUCTION Recently, as the mobile platforms including smart phones have achieved popular success, the size of the mobile game market is also rapidly increasing [1]. As the market grows, more and more types of smart devices are emerging. Even on platforms that support the same operating system, many various types of devices with different screen resolutions are being announced. Therefore, it is inevitable that the cost required to develop a game for various platforms and display types as described above is greatly increased. -
Mlendea Horațiu PERSONAL DETAILS
Mlendea Horațiu PERSONAL DETAILS Location: Strada Crizantemelor 22, Cluj-Napoca, Romania Phone no: +40 770 131 168 Email: [email protected] Website: http://hori.go.ro Sex Male | Date of birth 30/10/1995 | Nationality Romanian ABOUT ME I am an avid programmer, very passionate about coding, technology and learning all kinds of new things. I find coding to be the best way of bringing my ideas to life. In my free time I like playing video games, watching movies, TV series, science-related documentaries, keeping updated with the latest international news and events, and most often just hacking and tinkering with old hardware. HIGHLIGHTED SKILLS Operating systems Windows, Linux (Arch, Ubuntu), Android Programming languages C#, Bash Development environments Visual Studio, Xamarin Studio, Visual Studio Code Technologies .NET, Mono, MonoGame, GTK#, Linux & Shell Spoken languages Romanian (native), English (fluent) Other skills GIMP image editing, Raspberry PI, hardware tinkering WORK EXPERIENCE May 2016 – July 2017 Junior .NET Developer at Endava July 2017 – present .NET Developer at Endava Personal projects as freelancer / school projects: (details can be found on my website) A cross-platform turn-based strategy game Various other smaller video games A name generator featuring Markov Chains that use Katz’s back-off model Multiple business-themed applications as school projects Mlendea Horațiu EDUCATION Bachelor's Degree (2017) "Babeș-Bolyai" University of Cluj-Napoca, ROMANIA Faculty of Mathematics and Informatics - studying Computer