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A Message from the Final Fantasy Vii Remake
FOR IMMEDIATE RELEASE A MESSAGE FROM THE FINAL FANTASY VII REMAKE DEVELOPMENT TEAM LONDON (14th January 2020) – Square Enix Ltd., announced today that the global release date for FINAL FANTASY® VII REMAKE will be 10 April 2020. Below is a message from the development team: “We know that so many of you are looking forward to the release of FINAL FANTASY VII REMAKE and have been waiting patiently to experience what we have been working on. In order to ensure we deliver a game that is in-line with our vision, and the quality that our fans who have been waiting for deserve, we have decided to move the release date to 10th April 2020. We are making this tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience. I, on behalf of the whole team, want to apologize to everyone, as I know this means waiting for the game just a little bit longer. Thank you for your patience and continued support. - Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE” FINAL FANTASY VII REMAKE will be available for the PlayStation®4 system from 10th April 2020. For more information, visit: www.ffvii-remake.com Related Links: Facebook: https://www.facebook.com/finalfantasyvii Twitter: https://twitter.com/finalfantasyvii Instagram: https://www.instagram.com/finalfantasyvii/ YouTube: https://www.youtube.com/finalfantasy #FinalFantasy #FF7R About Square Enix Ltd. Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. -
October 1998
OCTOBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN It’s First and Goal for EDITOR IN CHIEF Alex Dunne [email protected] MANAGING EDITOR Tor D. Berg [email protected] Fantasy Sports DEPARTMENTS EDITOR Wesley Hall whall@mfi.com his fall, as the leaves turn success stories. Unlike the traditional ART DIRECTOR Laura Pool lpool@mfi.com shades of orange and the days studio’s royalty revenue model, SWS has EDITOR-AT-LARGE Chris Hecker grow shorter, one of the two revenue streams: a two-year licens- [email protected] largest, most massively multi- ing agreement to develop more than 40 CONTRIBUTING EDITORS Jeff Lander T [email protected] player games picks up steam and sucks online games for CNN/SI (http://base- in participants. It’s a role-playing game ball.cnnsi.com), plus revenue from ban- Mel Guymon [email protected] that draws tens of thousands (gads, ner advertising displayed on the CNN/SI Omid Rahmat probably more) of players, and if my game’s web pages, which garner 50 mil- [email protected] predictions are right, it will be one of lion page views per month. Surprisingly, ADVISORY BOARD Hal Barwood the most popular attractions on the and in contrast to most commercial fan- Noah Falstein eventual TV set-top box. I’m talking tasy leagues, some of the CNN/SI Brian Hook about fantasy football leagues. leagues are free for participants and Susan Lee-Merrow It’s taken quite a bit of time for me to offer cash prizes for winners. These are Mark Miller 2 accept the fact that fantasy league sports the guppy leagues which, hopefully, (there are also fantasy leagues for base- entice the most enthusiastic players to COVER IMAGE Epic MegaGames ball, hockey, and perhaps even pro join the premiere leagues for $15. -
North American Company Profiles 8X8
North American Company Profiles 8x8 8X8 8x8, Inc. 2445 Mission College Boulevard Santa Clara, California 95054 Telephone: (408) 727-1885 Fax: (408) 980-0432 Web Site: www.8x8.com Email: [email protected] Fabless IC Supplier Regional Headquarters/Representative Locations Europe: 8x8, Inc. • Bucks, England U.K. Telephone: (44) (1628) 402800 • Fax: (44) (1628) 402829 Financial History ($M), Fiscal Year Ends March 31 1992 1993 1994 1995 1996 1997 1998 Sales 36 31 34 20 29 19 50 Net Income 5 (1) (0.3) (6) (3) (14) 4 R&D Expenditures 7 7 7 8 8 11 12 Capital Expenditures — — — — 1 1 1 Employees 114 100 105 110 81 100 100 Ownership: Publicly held. NASDAQ: EGHT. Company Overview and Strategy 8x8, Inc. is a worldwide leader in the development, manufacture and deployment of an advanced Visual Information Architecture (VIA) encompassing A/V compression/decompression silicon, software, subsystems, and consumer appliances for video telephony, videoconferencing, and video multimedia applications. 8x8, Inc. was founded in 1987. The “8x8” refers to the company’s core technology, which is based upon Discrete Cosine Transform (DCT) image compression and decompression. In DCT, 8-pixel by 8-pixel blocks of image data form the fundamental processing unit. 2-1 8x8 North American Company Profiles Management Paul Voois Chairman and Chief Executive Officer Keith Barraclough President and Chief Operating Officer Bryan Martin Vice President, Engineering and Chief Technical Officer Sandra Abbott Vice President, Finance and Chief Financial Officer Chris McNiffe Vice President, Marketing and Sales Chris Peters Vice President, Sales Michael Noonen Vice President, Business Development Samuel Wang Vice President, Process Technology David Harper Vice President, European Operations Brett Byers Vice President, General Counsel and Investor Relations Products and Processes 8x8 has developed a Video Information Architecture (VIA) incorporating programmable integrated circuits (ICs) and compression/decompression algorithms (codecs) for audio/video communications. -
Age of Conan Preorder Final
> Pressemitteilung Age of Conan: Hyborian Adventures Gewaltiger Startschuss: Die Pre-Order-Phase hat begonnen! Hamburg, 04. April 2008: Eidos startet ab sofort mit einer massiven Pre-Order-Aktion zu Age of Conan: Hyborian Adventures . Einen optimalen Überblick garantiert die eigens dafür geschaffene Internetpräsenz WWW.AOC-PRE-ORDER.DE . Neben Inhalt und Aus- stattung der verschiedenen Versionen sind hier auch die exklusiven Vertriebspartner verzeichnet. Die limitierte Pre-Order-Version ist bei acht deutschen Händlern und Handelsketten erhältlich und kann am 23.Mai 2008 gegen das Originalspiel eingetauscht werden. In Österreich und Schweiz sind jeweils vier Partner an dieser Aktion beteiligt. LIMITIERTE PRE-ORDER-DVD-BOX Inhalt: • Exklusives Reittier als In-Game Item mit acht zusätzlichen Inventarplätzen. • 12seitige Broschüre „Erste Schritte in Hyboria“ • Spezieller Code, der das Spielen bereits drei Tage vor dem offiziellen Release ermöglicht. > Pressemitteilung Age of Conan ist eines der meisterwarteten PC-Spiele des Jahres. Der Titel zierte bereits die Cover von mehr als 20 Magazinen und hat mehr als 15 bedeutende Auszeichnungen gewonnen (unter anderem zahlreiche "Best MMO of E3"-Awards und den offiziellen Titel "Best Online Game" auf der Games Convention 2007). Age of Conan ist einer der wichtigsten Titel für das Games for Windows-Lineup von Microsoft und ein Showcase-Titel des führenden Grafikkartenherstellers nVidia. www.aoc-pre-order.de www.ageofconan.com Weitere Informationen: Eidos GmbH Domstr. 17 20095 Hamburg > Tel. +49 (0) 40 / 30 633 - 814 > Fax + 49 (0) 40 / 30 633 - 602 > E-Mail: [email protected] > www.presse.eidos.de Über Eidos: Eidos ist Teil der SCi Entertainment Group Plc (SEG), einem der weltweit führenden Publisher und Entwickler von Unterhaltungssoftware. -
Native Configuration Manager API for Windows Library Reference
Native Configuration Manager API for Windows Operating Systems Library Reference December 2003 05-1903-002 INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL® PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER, AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USE OF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. Intel products are not intended for use in medical, life saving, or life sustaining applications. Intel may make changes to specifications and product descriptions at any time, without notice. This Native Configuration Manager API for Windows Operating Systems Library Reference as well as the software described in it is furnished under license and may only be used or copied in accordance with the terms of the license. The information in this manual is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Intel Corporation. Intel Corporation assumes no responsibility or liability for any errors or inaccuracies that may appear in this document or any software that may be provided in association with this document. Except as permitted by such license, no part of this document may be reproduced, stored in a retrieval system, or transmitted in any form or by any means without express written consent of Intel Corporation. -
Delft University of Technology on Leveraging Vertical Proximity in 3D
Delft University of Technology On Leveraging Vertical Proximity in 3D Memory Hierarchies Lefter, Mihai DOI 10.4233/uuid:f744c1af-505e-440c-bc49-2a1d95d0591d Publication date 2018 Document Version Final published version Citation (APA) Lefter, M. (2018). On Leveraging Vertical Proximity in 3D Memory Hierarchies. https://doi.org/10.4233/uuid:f744c1af-505e-440c-bc49-2a1d95d0591d Important note To cite this publication, please use the final published version (if applicable). Please check the document version above. Copyright Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons. Takedown policy Please contact us and provide details if you believe this document breaches copyrights. We will remove access to the work immediately and investigate your claim. This work is downloaded from Delft University of Technology. For technical reasons the number of authors shown on this cover page is limited to a maximum of 10. On Leveraging Vertical Proximity in 3D Memory Hierarchies Cover inspired by the works of Dirk Huizer and Anatoly Konenko. On Leveraging Vertical Proximity in 3D Memory Hierarchies Dissertation for the purpose of obtaining the degree of doctor at Delft University of Technology by the authority of the Rector Magnificus Prof. dr. ir. T.H.J.J. van der Hagen chair of the Board for Doctorates to be defended publicly on Wednesday 14 November 2018 at 10:00 o’clock by Mihai LEFTER Master of Science in Computer Engineering Delft University of Technology, The Netherlands born in Bras, ov, Romania This dissertation has been approved by the promotors. -
IXP400 Software's Programmer's Guide
Intel® IXP400 Software Programmer’s Guide June 2004 Document Number: 252539-002c Intel® IXP400 Software Contents INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL® PRODUCTS. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER, AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY RELATING TO SALE AND/OR USE OF INTEL PRODUCTS, INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT, OR OTHER INTELLECTUAL PROPERTY RIGHT. Intel Corporation may have patents or pending patent applications, trademarks, copyrights, or other intellectual property rights that relate to the presented subject matter. The furnishing of documents and other materials and information does not provide any license, express or implied, by estoppel or otherwise, to any such patents, trademarks, copyrights, or other intellectual property rights. Intel products are not intended for use in medical, life saving, life sustaining, critical control or safety systems, or in nuclear facility applications. The Intel® IXP400 Software v1.2.2 may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request. MPEG is an international standard for video compression/decompression promoted by ISO. Implementations of MPEG CODECs, or MPEG enabled platforms may require licenses from various entities, including Intel Corporation. This document and the software described in it are furnished under license and may only be used or copied in accordance with the terms of the license. The information in this document is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Intel Corporation. -
Delivering Unforgettable Experiences
DELIVERING UNFORGETTABLE EXPERIENCES Over 154 million units in global package shipments and digital sales (as of the end of March 2020) © 1997, 2020 SQUARE ENIX CO., LTD. All Rights Reserved. CHARACTER DESIGN: TETSUYA NOMURA/ROBERTO FERRARI LOGO ILLUSTRATION: © 1997 YOSHITAKA AMANO “FINAL FANTASY” Series The “FINAL FANTASY” series celebrated its 30th anniversary in 2017. It has earned high praise from fans all over the world for its cutting-edge graphics, unique world view, and rich, in-depth storylines. Since its launch in 1987, the series has sold a total of over 154 million units worldwide. ©2015-2020 SQUARE ENIX CO., LTD. All Rights Reserved. Developed by Alim Co., Ltd. LOGO ILLUSTRATION:©2014 YOSHITAKA AMANO © 2019-2020 SQUARE ENIX CO., LTD. All Rights Reserved. Co-Developed by gumi Inc. LOGO ILLUSTRATION: © 2018 YOSHITAKA AMANO © 2010 - 2020 SQUARE ENIX CO., LTD. All Rights Reserved. © 2003, 2020 SQUARE ENIX CO., LTD. All Rights Reserved. LOGO ILLUSTRATION: CHARACTER DESIGN: Toshiyuki Itahana © 2018 YOSHITAKA AMANO Over 82 million units in global package shipments and digital sales (as of the end of March 2020) © 2017, 2017117 2019201 011 ARMORAARM M PROJECT/BIRD J STUDIO/SQUARE U / UA ENIX N X AAllll RRightsights RReserved.eserved. “DRAGON QUEST” Series In 2016, the “DRAGON QUEST” series celebrated its 30th anniversary. This series of popular roleplaying games has sold a total of over 82 million units worldwide since the launch of “DRAGON QUEST” for the Nintendo Entertainment System in 1986. The series keeps creating new gaming experiences by actively utilizing advanced technologies such as 3D maps, StreetPass wireless communication, and cloud gaming. -
2010 Annual Report
2010 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. -
Extracting and Mapping Industry 4.0 Technologies Using Wikipedia
Computers in Industry 100 (2018) 244–257 Contents lists available at ScienceDirect Computers in Industry journal homepage: www.elsevier.com/locate/compind Extracting and mapping industry 4.0 technologies using wikipedia T ⁎ Filippo Chiarelloa, , Leonello Trivellib, Andrea Bonaccorsia, Gualtiero Fantonic a Department of Energy, Systems, Territory and Construction Engineering, University of Pisa, Largo Lucio Lazzarino, 2, 56126 Pisa, Italy b Department of Economics and Management, University of Pisa, Via Cosimo Ridolfi, 10, 56124 Pisa, Italy c Department of Mechanical, Nuclear and Production Engineering, University of Pisa, Largo Lucio Lazzarino, 2, 56126 Pisa, Italy ARTICLE INFO ABSTRACT Keywords: The explosion of the interest in the industry 4.0 generated a hype on both academia and business: the former is Industry 4.0 attracted for the opportunities given by the emergence of such a new field, the latter is pulled by incentives and Digital industry national investment plans. The Industry 4.0 technological field is not new but it is highly heterogeneous (actually Industrial IoT it is the aggregation point of more than 30 different fields of the technology). For this reason, many stakeholders Big data feel uncomfortable since they do not master the whole set of technologies, they manifested a lack of knowledge Digital currency and problems of communication with other domains. Programming languages Computing Actually such problem is twofold, on one side a common vocabulary that helps domain experts to have a Embedded systems mutual understanding is missing Riel et al. [1], on the other side, an overall standardization effort would be IoT beneficial to integrate existing terminologies in a reference architecture for the Industry 4.0 paradigm Smit et al. -
Patterns of Play: Play-Personas in User-Centred Game Development
Patterns of Play: Play-Personas in User-Centred Game Development Alessandro Canossa Anders Drachen Denmark Design School / IO Interactive Center for Computer Games Research, Strandboulevarden 47, 2100 Copenhagen Ø, IT University of Copenhagen Denmark / Rued Langgaards Vej 7, 2300 Copenhagen, Kalvebod Brygge 4, 1354 Copenhagen K, Denmark, Denmark [email protected] [email protected] /[email protected] ABSTRACT towards being put in charge of the content, to a smaller or In recent years certain trends from User-Centered design greater degree, as is evidenced by the sales figures of titles have been seeping into the practice of designing computer such as Little Big Planet [5a], Spore [7a] and The Sims 3 games. The balance of power between game designers and [9a]. players is being renegotiated in order to find a more active role for players and provide them with control in shaping Other games, such as Fallout 3 [2a], Grand theft Auto IV the experiences that games are meant to evoke. A growing [4a], The Elder Scrolls IV: Oblivion [8a], retain complete player agency can turn both into an increased sense of creative control but opt for open worlds and modular player immersion and potentially improve the chances of narratives to increase player’s agency. critical acclaim. There seem to be a push for games to become more This paper presents a possible solution to the challenge of democratic, the power balance between game designers and involving the user in the design of interactive entertainment players could be shifting. The dictatorship of game by adopting and adapting the "persona" framework designers, holding all the cards and slowly revealing the introduced by Alan Cooper in the field of Human Computer game at their own pace to the players, is coming to terms Interaction. -
PC Hardware Contents
PC Hardware Contents 1 Computer hardware 1 1.1 Von Neumann architecture ...................................... 1 1.2 Sales .................................................. 1 1.3 Different systems ........................................... 2 1.3.1 Personal computer ...................................... 2 1.3.2 Mainframe computer ..................................... 3 1.3.3 Departmental computing ................................... 4 1.3.4 Supercomputer ........................................ 4 1.4 See also ................................................ 4 1.5 References ............................................... 4 1.6 External links ............................................. 4 2 Central processing unit 5 2.1 History ................................................. 5 2.1.1 Transistor and integrated circuit CPUs ............................ 6 2.1.2 Microprocessors ....................................... 7 2.2 Operation ............................................... 8 2.2.1 Fetch ............................................. 8 2.2.2 Decode ............................................ 8 2.2.3 Execute ............................................ 9 2.3 Design and implementation ...................................... 9 2.3.1 Control unit .......................................... 9 2.3.2 Arithmetic logic unit ..................................... 9 2.3.3 Integer range ......................................... 10 2.3.4 Clock rate ........................................... 10 2.3.5 Parallelism .........................................