• Brief Introduction • Ask for Programmer/Artist Ratio • Interrupt and Ask Questions
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Building a Java First-Person Shooter
3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course. -
Maksym Govorischev
Maksym Govorischev E-mail : [email protected] Skills & Tools Programming and Scripting Languages: Java, Groovy, Scala Programming metodologies: OOP, Functional Programming, Design Patterns, REST Technologies and Frameworks: - Application development: Java SE 8 Spring Framework(Core, MVC, Security, Integration) Java EE 6 JPA/Hibernate - Database development: SQL NoSQL solutions - MongoDB, OrientDB, Cassandra - Frontent development: HTML, CSS (basic) Javascript Frameworks: JQuery, Knockout - Build tools: Gradle Maven Ant - Version Control Systems: Git SVN Project Experience Project: JUL, 2016 - OCT, 2016 Project Role: Senior Developer Description: Project's aim was essentially to create a microservices architecture blueprint, incorporating business agnostic integrations with various third-party Ecommerce, Social, IoT and Machine Learning solutions, orchestrating them into single coherent system and allowing a particular business to quickly build rich online experience with discussions, IoT support and Maksym Govorischev 1 recommendations engine, by just adding business specific services layer on top of accelerator. Participation: Played a Key developer role to implement integration with IoT platform (AWS IoT) and recommendation engine (Prediction IO), by building corresponding integration microservices. Tools: Maven, GitLab, SonarQube, Jenkins, Docker, PostgreSQL, Cassandra, Prediction IO Technologies: Java 8, Scala, Spring Boot, REST, Netflix Zuul, Netflix Eureka, Hystrix Project: Office Space Management Portal DEC, 2015 - FEB, 2016 -
Gradle User Guide
Gradle User Guide Version 2.2.1 Copyright © 2007-2012 Hans Dockter, Adam Murdoch Copies of this document may be made for your own use and for distribution to others, provided that you do not charge any fee for such copies and further provided that each copy contains this Copyright Notice, whether distributed in print or electronically. Table of Contents 1. Introduction 1.1. About this user guide 2. Overview 2.1. Features 2.2. Why Groovy? 3. Tutorials 3.1. Getting Started 4. Installing Gradle 4.1. Prerequisites 4.2. Download 4.3. Unpacking 4.4. Environment variables 4.5. Running and testing your installation 4.6. JVM options 5. Troubleshooting 5.1. Working through problems 5.2. Getting help 6. Build Script Basics 6.1. Projects and tasks 6.2. Hello world 6.3. A shortcut task definition 6.4. Build scripts are code 6.5. Task dependencies 6.6. Dynamic tasks 6.7. Manipulating existing tasks 6.8. Shortcut notations 6.9. Extra task properties 6.10. Using Ant Tasks 6.11. Using methods 6.12. Default tasks 6.13. Configure by DAG 6.14. Where to next? 7. Java Quickstart 7.1. The Java plugin 7.2. A basic Java project 7.3. Multi-project Java build 7.4. Where to next? 8. Dependency Management Basics 8.1. What is dependency management? 8.2. Declaring your dependencies 8.3. Dependency configurations 8.4. External dependencies 8.5. Repositories 8.6. Publishing artifacts 8.7. Where to next? 9. Groovy Quickstart 9.1. A basic Groovy project 9.2. -
Performance and Architecture Optimization in an HTML5-Based Web Game
Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development. -
Java Game Developer Interview Questions and Answers Guide
Java Game Developer Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Java Game Developer Interview Questions And Answers Global Guideline . COM Java Game Developer Job Interview Preparation Guide. Question # 1 What is the 'Platform independence 'properties of java? Answer:- The very essence of the platform independence of Java lies in the way the code is stored, parsed and compiled - bytecode. Since these bytecodes run on any system irrespective of the underlying operating system, Java truly is a platform-independent programming language. Read More Answers. Question # 2 Tell us what will you bring to the team? Answer:- I will bring a large amount of support to the team, I endeavour to make sure my team reaches the goal they so desperately need. I feel that adding me to the team will bring our performance up a notch. Read More Answers. Question # 3 Tell us is Game Development Subcontracted? Answer:- I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. Read More Answers. Question # 4 Tell me is There A Portal Dedicated To Html5 Games? Answer:- Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. -
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. -
Android Programming Cookbook I
Android Programming Cookbook i Android Programming Cookbook Android Programming Cookbook ii Contents 1 Android Tutorial For Beginners 1 1.1 What is Android?...................................................1 1.2 Installing Android Studio...............................................1 1.3 Android versions and Android SDK Manager....................................7 1.4 Supporting different screen sizes...........................................7 1.5 Android Project Structure...............................................8 1.6 Create "Hello Android World" application......................................9 1.6.1 Create a New Android Studio Project....................................9 1.6.2 Create the source code of a simple FirstAndroidApplication Activity.................... 13 1.6.3 Create the layout of the project........................................ 14 1.6.4 Android Manifest............................................... 14 1.6.5 Edit the FirstAndroidApplication dimensions................................ 15 1.6.6 Edit the FirstAndroidApplication strings................................... 15 1.6.7 Add the drawable for every screen density.................................. 15 1.6.8 Build, compile and run............................................ 16 1.7 Download the Android Studio Project........................................ 18 1.8 How to continue?................................................... 18 2 Android Project migration from Eclipse to Android Studio 19 2.1 Why to use Android Studio over Eclipse ADT?.................................. -
Tiled Documentation Release 1.7.2
Tiled Documentation Release 1.7.2 Thorbjørn Lindeijer Aug 10, 2021 User Manual 1 Introduction 3 1.1 About Tiled................................................3 1.2 Getting Started..............................................3 2 Projects 9 2.1 What’s in a Project............................................9 2.2 Sessions.................................................9 2.3 Opening a File in the Project....................................... 10 3 Working with Layers 11 3.1 Layer Types............................................... 11 3.2 Parallax Scrolling Factor......................................... 13 3.3 Tinting Layers.............................................. 14 4 Editing Tile Layers 17 4.1 Stamp Brush............................................... 17 4.2 Terrain Brush............................................... 18 4.3 Bucket Fill Tool............................................. 18 4.4 Shape Fill Tool.............................................. 18 4.5 Eraser................................................... 18 4.6 Selection Tools.............................................. 19 4.7 Managing Tile Stamps.......................................... 19 5 Working with Objects 21 5.1 Placement Tools............................................. 21 5.2 Select Objects.............................................. 23 5.3 Edit Polygons............................................... 24 5.4 Connecting Objects........................................... 25 6 Editing Tilesets 27 6.1 Two Types of Tileset.......................................... -
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. -
Modern Web Development with Kotlin a Concise and Practical Step-By-Step Guide
Modern Web Development with Kotlin A concise and practical step-by-step guide Denis Kalinin This book is for sale at http://leanpub.com/modern-web-development-with-kotlin This version was published on 2019-06-04 This is a Leanpub book. Leanpub empowers authors and publishers with the Lean Publishing process. Lean Publishing is the act of publishing an in-progress ebook using lightweight tools and many iterations to get reader feedback, pivot until you have the right book and build traction once you do. © 2016 - 2019 Denis Kalinin Contents Preface ...................................................... 1 Build tools ................................................... 4 Command line .............................................. 4 Gradle ................................................... 5 Editing source files .............................................. 9 Using Atom ................................................ 9 Using IntelliJ IDEA ............................................ 11 Language fundamentals ........................................... 13 Using the REPL .............................................. 13 Defining values .............................................. 13 Lambdas .................................................. 15 Type hierarchy .............................................. 16 Nullable types ............................................... 17 Collections ................................................. 18 Defining classes .............................................. 20 Defining objects ............................................ -
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 .