Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
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. -
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. -
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. -
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. -
Comparison of Unity and Unreal Engine
Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce. -
Mechanical Reduction of Recycled Polymers for Extrusion
MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL A Thesis Presented to the faculty of the Department of Mechanical Engineering California State University, Sacramento MASTER OF SCIENCE in Mechanical Engineering by Rachel Singleton FALL 2020 © 2020 Rachel Singleton ALL RIGHTS RESERVED ii MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL A Thesis by Rachel Singleton Approved by: __________________________________, Committee Chair Rustin Vogt, Ph.D __________________________________, Second Reader Susan L. Holl, Ph.D ____________________________ Date iii Student: Rachel Singleton I certify that this student has met the requirements for format contained in the University format manual, and this thesis is suitable for electronic submission to the library and credit is to be awarded for the thesis. ____________________, Graduate Coordinator Kenneth Sprott, Ph.D Date:___________________ iv Abstract of MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL by Rachel Singleton Environmental plastic pollution has exponentially increased over the last few years, resulting in 6.3 out of the 8.3 metric tons of plastic produced each year worldwide, ending up in landfills or natural environments. Much of the plastic waste is a result of wrongful disposal or improper recycling category placement. Improperly recycled plastics can occur anywhere from the household, where it is stated that only 9% of plastic is correctly recycled, to universities [1]. Besides more education on proper recycling practices, higher education systems need to investigate potential areas of instruction that would allow for plastic reuse. One area includes courses dealing with 3D printing; 3D printing filament's yearly consumption is estimated at around 30 million pounds worldwide. -
PCB Load & Torque, Inc. Model
PCB Load & Torque, Inc. Model 920 Portable Digital Transducer Instrument Operating Instructions Table of Contents 1.0 Preliminaries............................................. 2 3.0 Instrument Setup & Calibration................. 6 1.1 Precautions....................................... 2 3.1 Starting Up Model 920................. 6 1.1.1 Site Considerations................... 2 3.2 Non-Smart Transducer Setup...... 6 1.1.2 Handling.................................... 2 3.3 Test Setup.................................... 7 1.1.3 Cleaning.................................... 2 3.4 Changing Frequency Response...8 1.1.4 On Re-packing.......................... 2 3.5 Disabling IS Chip Search............. 8 1.1.5 Before You Begin...................... 2 3.6 End-of-Run Packet....................... 8 1.2 Introduction...................................... 2 3.7 Torque Wrenches w/LED Lights.. 8 1.2.1 How to Use This Manual.......... 2 3.8 Spindle......................................... 9 1.2.2 Model 920 Overview…………... 3 4.0 Operation.................................................. 9 1.2.3 Transducer Selection................ 3 4.1 Taking Data.......................................9 1.2.4 Test Setup................................. 3 4.2 Reviewing Data & Statistics.............. 9 1.2.5 Data Recording......................... 3 4.3 Printing Data & Statistics…............... 9 1.2.6 Viewing Data............................. 3 4.4 Sending Data to a Computer...........10 1.2.7 Data Storage & Upload……...... 4 4.5 Erasing Data.................................. -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages. -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design.