Tie Break Tennis by 01Toys Review by Jr2swiss Nov/04/2004
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L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). -
List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
Doom: Gráficos Avançados E Atmosfera Sombria
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL CHRISTOPHER ROBERT KASTENSMIDT Professora Orientadora: Dra. Magda Rodrigues da Cunha Porto Alegre Dezembro/2011 CHRISTOPHER ROBERT KASTENSMIDT TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientadora: Dra. Magda Rodrigues da Cunha PORTO ALEGRE 2011 CHRISTOPHER ROBERT KASTENSMIDT Dados Internacionais de Catalogação na Publicação (CIP) K19t Kastensmidt, Christopher Robert Tecnologias de contato: os impactos das plataformas dos jogos digitais na jogabilidade social. / Christopher Robert Kastensmidt. – Porto Alegre, 2011. 172 p. Dissertação (Mestrado) Programa de Pós-Graduação em Comunicação Social – Faculdade de Comunicação Social, PUCRS. Orientadora: Profa. Dra. Magda Rodrigues da Cunha 1. Comunicação Social. 2. Jogos Digitais. 3. Jogabilidade Social. 4. Jogos Eletrônicos. I. Cunha, Magda Rodrigues da. II. Título. CDD 794.8 Ficha elaborada pela bibliotecária Anamaria Ferreira CRB 10/1494 TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. -
Gamepark GP2X Owner's Manual
GP2X User Guide Version 1.2 Authored by: Guyfawkes Last Updated: December 26, 2005 Homepage: http://www.emuholic.com/ Contents Basic Usage Page 3 – GP2X Information Page 6 – Setting up your GP2X Page 8 – Using the GP2X for the first time Page 11 – Managing files on the GP2X Page 12 – Installing and loading software Page 15 – Viewing Images Page 17 – Playing Music Page 19 – Viewing Movies Page 21 – Reading E-Books Page 23 – Using Explorer Page 25 – Using the Settings menu Page 28 – Troubleshooting Page 29 – Useful information Advanced Usage Page 30 – Installing software updates and firmware flashing Page 32 – Customising the menu graphics Page 33 – Developing for the GP2X introduction Page 34 – Credits, Thanks and other stuff 2 GP2X Information Product Name: * GP2X-F100 General * Main Processor: MagicEyes MP2520F * CPU: ARM920T - 200 MHz * CoProcessor: ARM940T - 200 MHz * Dimension 143.6mm* 82.9mm*34mm * Mass (w/o batteries): 161g/5.68oz (GP32 NLU: 163g/5.74oz) * RAM: 64Mb * Internal Storage: 64Mb NAND Flash Memory * External Storage: SD Card * Connections: EXTension port, USB 2.0, DC in (3v), Headphone jack. * O/S: Linux * Batteries: 2 x AA * Display: 3.5" TFT LCD * Resolution: 320*240 (QVGA) * TV Output: up to 720*480 with separate S-Video cable. Video * Video Codec support: MPEG 1, 2, 3, 4, DivX 3.11, 4.x, 5.x and higher, XviD, WMV (7, 8, 9 Series by 'After Support') * Extension support: AVI, MPG, MPEG * Audio Formats: MP3, OGG, WMA (by 'After Support') * Resolution: MAX 720*480 * Frame Rate: Max 30 fps * Bit Rate: Video Max: 2500Kbps, -
Juegos En Plataformas Móviles
Juegos en Plataformas M´oviles por Daniel Ricardo Rodr´ıguez Cuberos Asesor: Pablo Figueroa, PhD Propuesta de Trabajo de Tesis presentada al Departamento de Ingenier´ıade Sistemas y Computaci´on Para optar al t´ıtulode Ingeniero de Sistemas y Computaci´on Ingenier´ıade Sistemas y Computaci´on Universidad de Los Andes Junio 2006 0000 P´agina del Lector La Universidad de los Andes requiere la firma de todas las personas que utilicen o fotocopien esta tesis. Favor firmar dejando abajo Nombre y Direccion ii 0000 Declaro que soy el unico autor de la presente tesis. Autorizo a la Universidad de los Andes para que esta tesis sea prestada a otras instituciones o personas para prop´ositos de investigaci´onsolamente. Firma Tambi´enautorizo a la Universidad de los Andes para que este documento sea fotocopiado en su totalidad o en parte por otras instituciones o personas con fines de investigaci´osolamente. Firma iii 0000 Carta de Presentaci´on Bogot´a, Doctora, OLGA LUCIA GIRALDO Director Departamento de Ingenier´ıade Sistemas y Computaci´on Universidad de los Andes Estimada doctora Giraldo Por medio de la presente me permito poner en consideraci´on el proyecto de grado titulado : Juegos en Plataformas M´oviles como requisito parcial de grado del programa de Ingenier´ıade Sistemas y Computaci´on. Agradezco su amable atenci´on y me suscribo de Ud. Atentamente, Daniel Ricardo Rodr´ıguezCuberos i Juegos en Plataformas M´oviles Aprobado por: Pablo Figueroa, PhD, Asesor Fecha de Aprobaci´on 0000 ´Indice I. Juegos en Plataformas M´oviles 3 1.1. Justificaci´on . 3 1.2. -
SOFTWARE LIST SNAPSHOTS(Update 20210815)
SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730 -
Nintendo Hacking Teatime
Nintendo Hacking Teatime + = How are you, gentlemen!! Would you like a cup of tea? Wii ● No homebrew yet :-( ● But Wiimote useable with computers :-) ● All kinds of applicatios already ● Mouse control ● Wiitar ● Drums ● Games DS ● cheap, small and sexy coding patform – DS Lite 140€ – Card adapter ~40€ – CF | SD card ~10€ – Total ~ 190€ So what do you get for that? ● Two screens ● A Touchscreen ● Wifi (2MBit) ● 2 CPUs ● A Microphone ● Stereo Speakers ● 2D/3D accelerated graphics HW How can I run code? ● Adapter cards Code NoPass Memory Card Adaper Card Unmodified DS WMB ± Wireless MultiBoot ● Purpose: – Downloading demos – multiplayer games ● Binaries protected by RSA signature ● Remove signature => Execute arbitrary code! ● But: Limited to Ralink chipset ● List of cards: http://ralink.rapla.net/ – USB sticks do not work WMB alternative: DSFTP ● Homebrew FTP server running on DS ● Downloads homebrew to card ● Special command for execution ● Access point required ● http://giesler.biz/bjoern/en/sw_dsftp.html To flash or not to flash? ● Advantages: ● Disadvantages: – No more health screen – Risky! – WMB works with homebrew – Warranty? – No NoPass required Homebrew ± What©s there? ● Media Players (mp3, Video, ...) ● IRC Clients ● VNC ● PDA software ● Instant Messengers ● Music Software <3 ● All kinds of games ● Emulators (ScummVM , SNES, Mac+, C64, TI Calcs) Demos later! Getting your hands dirty! Getting your hands dirty! ● Now how can we code on this thing? ● Language: C / C++ – (also: Lua, Pascal) ● toolchain for all platforms ● http://www.devkitpro.org/ -
Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson
ExtremeTech - Print Article 10/21/02 12:07 PM Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson We've come a very long way since the days of Doom. But that groundbreaking title wasn't just a great game, it also brought forth and popularized a new game-programming model: the game "engine." This modular, extensible and oh-so-tweakable design concept allowed gamers and programmers alike to hack into the game's core to create new games with new models, scenery, and sounds, or put a different twist on the existing game material. CounterStrike, Team Fortress, TacOps, Strike Force, and the wonderfully macabre Quake Soccer are among numerous new games created from existing game engines, with most using one of iD's Quake engines as their basis. click on image for full view TacOps and Strike Force both use the Unreal Tournament engine. In fact, the term "game engine" has come to be standard verbiage in gamers' conversations, but where does the engine end, and the game begin? And what exactly is going on behind the scenes to push all those pixels, play sounds, make monsters think and trigger game events? If you've ever pondered any of these questions, and want to know more about what makes games go, then you've come to the right place. What's in store is a deep, multi-part guided tour of the guts of game engines, with a particular focus on the Quake engines, since Raven Software (the company where I worked recently) has built several titles, Soldier of Fortune most notably, based on the Quake engine. -
VRET Dissertation
UNIVERSITY OF CALIFORNIA, SAN DIEGO War, Trauma, and Technologies of the Self: The Making of Virtual Reality Exposure Therapy A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Communication and Science Studies by Marisa Renee Brandt Committee in charge: Professor Chandra Mukerji, Chair Professor David Serlin Professor Kelly A. Gates Professor Charles Thorpe Professor Joseph Dumit 2013 Copyright Marisa Renee Brandt, 2013 All rights reserved SIGNATURE PAGE The Dissertation of Marisa Renee Brandt is approved, and is acceptable in quality and form for publication in microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION I dedicate this dissertation to all of the people around the world have suffered trauma as a result of the Global War on Terrorism. May we never give up on peace. iv TABLE OF CONTENTS Signature Page ................................................................................................................... iii Dedication ........................................................................................................................... iv List Of Figures ................................................................................................................. viii Abbreviations ..................................................................................................................... ix Acknowledgements ............................................................................................................ -
Game Developer
>> REVIEWED MICROSOFT PROJECT 2007 AUGUST 2008 THE LEADING GAME INDUSTRY MAGAZINE >> AI! AI! AI! AI! >> ALL FIRED UP >> INTERVIEW ARTIFICIAL INTELLIGENCE THE SHOOTER AND HIROKAZU YASUHARA ON MIDDLEWARE ROUNDUP SHOOTEE DISCONNECT GAME DESIGN METHODS POSTMORTEM: PennyTHE Arcade Adventures: On the Rain-Slick LEADINGPrecipice of Darkness GAME INDUSTRY MAGAZINE DISPLAY UNTIL DECEMBER 15, 2003 0808gd_cover_vIjf.indd 1 7/17/08 12:43:51 PM ImageMetrics_Sig08Ad_HR1.pdf 7/11/08 12:58:17 PM I Am the Future of Facial Animation Meet Me at Siggraph 2008 C M Y CM Booth 1229 MY CY CMY K See How I Was Created: 8/13/08 1:00-2:30pm Room #2 Superior Facial Animation. Simplified. www.image-metrics.com US Office: +1 (310) 656 6565 UK Office: +44 (0) 161 242 1800 © 2008. Image Metrics, Inc. All rights reserved. []CONTENTS AUGUST 2008 VOLUME 15, NUMBER 7 FEATURES 7 GAME BRAINS Artificial Intelligence middleware is coming into its own as a crucial tool for modern game development. In this market overview we take a look at eight products that aim to make thinking machines a reality. By Jeffrey Fleming 15 READY, AIM, FIRE! In first person shooters, there is often a disconnect between the location of the gun on 7 the screen and the destination of an in-game bullet. Here, Adam Hunter scans different models that seek to rectify the problem, and draws a few conclusions of his own. By Adam Hunter 28 18 INTERVIEW: HIROKAZU YASUHARA 15 Hirokazu Yasuhara was the third person to join Sonic Team, even before it was so- named.