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Persistent Realtim E Building Interior Generation
Persistent Realtime Building Interior G eneration By Evan Hahn A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfilment of the requirements for the degree of Master of Computer Science Ottawa-Carleton Institute for Computer Science School of Computer Science Carleton University Ottawa, Ontario September 2006 © Copyright 2006, Evan Hahn Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliotheque et Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-18353-3 Our file Notre reference ISBN: 978-0-494-18353-3 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce,Canada de reproduire, publier, archiver, publish, archive, preserve, conserve,sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet,distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non sur support microforme, papier, electronique commercial purposes, in microform,et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in et des droits moraux qui protege cette these. this thesis. Neither the thesis Ni la these ni des extraits substantiels de nor substantial extracts from it celle-ci ne doivent etre imprimes ou autrement may be printed or otherwise reproduits sans son autorisation. -
Here Is Tt,E a Glow-Globe in Here, Too, but It Is the Only Source of Light
Edi+or" " , Bob Albrec.ht BooI<. Reviews"" Art, , , , , , Jane wood Denl"lis AlliSOn . C3i /I Holden Pr-oclv<:.ti on, ,r-b.m Scarvi e Li II io.n Quirke Bob ,v'Iullen Do.vld Ka.ufrYIG\Yl Dave De lisle Alber.,. Bradley' f'Ib.ry Jo Albrecht c 0000000 o ~ 0 o 0 • 0 o 0 o 0 Q~ PCC is publisnee\ 5 +imes • Grovp. svb5C.r,'phOn~(al/ 000 (ana sometimes more) dvrinq rl'lQilec +0 ~me add~ss): g -the 5c.hool tear. SubscriptionS 2-~ $4 00 eo.cJ, ! ~ be9in with 't-he fi~t 'Issve in 10-"" $ 3..so ea.c.h ~ o The .fall. /00 or-more $3°Oeach (; Q 0 tJ • Get bG\c.k issues while °8 o If you are an elementqt"Y 0 They IG\st ~+ the toIJowi""j Q or seconc:Ja.rY 9Chool stvcJ6,t low low pnc.es; e • you can00 subScribe to pee. vol I Nos 1-5 12 co 2 C!) for $3 , Send ~h,. check, or p 'U (/) rnoney order, No ~~G\se. orders, Vol Ir fVoI<:> I~!S qoo . e Use your $0,+)£ /ADDRESS' PlEQse eNO b - 5p!!cio.l arl',SSle (() o seno vs some eVidence tha1- you Or ml)( up InclividuQI Issues: () (I are G\ stu~",+, z.-~ 80 ~ ea.ch Cl) o 10-""'} '"70 t ectc. h 0 , Sit"lCJle. svb5c.ription\,. are. • /00 +' bO ea.cJ., . ! e $5 .far' 5 'ISSueS, (~ out- W lei \'k +0 '" o Side VSA-)urface MOIil,' ov .;t0v I e weG\r our Q A .. I cover, [)n,.qon shirts a.-e A ~ "'12 -air mai n(MJ G\vailable at $3$0 eod, '" 0 (Calif, res; dt'nts (Add While 0 sale~ ~')t, g with green prj "ti "va ' S.l'I D ""eo D LG LJ 0 ~OOo@c00000QctcD00(!) 00000000<0 0 0e~ooo OO(l)OOOO~OOO SEND cHECk' OR MONel ORDER 'R>: ~~~ Po 60)( 310 • MENLO PARI<. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Defend the City
COMPUTER GAMES LABORATORY DOCUMENTATION Defend the City By ToBeUmbenannt Prepared By: Last Updated: Josef Stumpfegger 11/01/2020 Sergey Mitchenko Winfried Baumann Defend the City Documentation TABLE OF CONTENTS GAME IDEA PROPOSAL 4 GAME DESCRIPTION 4 TECHNICAL ACHIEVEMENT 8 "BIG IDEA" BULLSEYE 8 SCHEDULE & TASKS 8 LAYERED TASK BREAKDOWN 8 TIMELINE 9 ASSESSMENT 10 PROTOTYPE REPORT 11 PROTOTYPING GOALS 11 MODELED GAME 11 GENERAL RULES 11 ACTORS 11 ENEMY BEHAVIOR 12 BUILDINGS AND THEIR PURPOSE 14 TRAPS 15 LEVEL DESIGN 15 WHAT WE’VE LEARNED 17 INFLUENCES ON THE GAME 18 INTERIM REPORT 18 PROGRESS REPORT 19 CHARACTER 19 TRAPS 20 AI 20 DESTRUCTIBLE ENVIRONMENT 21 LEVEL DESIGN 21 GENERAL GAMEPLAY 22 CHALLENGES AND PROBLEMS 22 TODOS FOR NEXT MILESTONE 23 ALPHA RELEASE REPORT 23 PROGRESS REPORT 23 TRAPS 23 22222 2 Page 2 of 42 Defend the City Documentation UI 25 AI 26 DESTRUCTIBLE ENVIRONMENT 27 CHALLENGES AND PROBLEMS 27 TODOS FOR NEXT MILESTONE 27 PLAYTESTING 28 CHANGES BEFORE PLAYTESTING 28 PLAYTESTING REPORT 30 SETTING 30 QUESTIONS 30 OBSERVATIONS 31 RESULTS AND CHANGES 33 ADDITIONAL FEEDBACK 35 CONCLUSION 36 THE FINAL PRODUCT 36 EXPERIENCE 38 COURSE PERSONAL IMPRESSION 38 33333 3 Page 3 of 42 Defend the City Documentation Game Idea Proposal Game Description Our game takes place in medieval times setting combined with some fantasy aspects. You control in a standard 3rd person fashion a hero, whose task is to protect the kingdom from a series of attacks on different cities of bloodthirsty creatures. The attack is continuous but sometimes offers some time where the soldiers of the city can defend on their own while you prepare some additional defenses to assist you when the attacks intensify again. -
Unix Programmer's Manual
There is no warranty of merchantability nor any warranty of fitness for a particu!ar purpose nor any other warranty, either expressed or imp!ied, a’s to the accuracy of the enclosed m~=:crials or a~ Io ~helr ,~.ui~::~::.j!it’/ for ~ny p~rficu~ar pur~.~o~e. ~".-~--, ....-.re: " n~ I T~ ~hone Laaorator es 8ssumg$ no rO, p::::nS,-,,.:~:y ~or their use by the recipient. Furln=,, [: ’ La:::.c:,:e?o:,os ~:’urnes no ob~ja~tjon ~o furnish 6ny a~o,~,,..n~e at ~ny k:nd v,,hetsoever, or to furnish any additional jnformstjcn or documenta’tjon. UNIX PROGRAMMER’S MANUAL F~ifth ~ K. Thompson D. M. Ritchie June, 1974 Copyright:.©d972, 1973, 1974 Bell Telephone:Laboratories, Incorporated Copyright © 1972, 1973, 1974 Bell Telephone Laboratories, Incorporated This manual was set by a Graphic Systems photo- typesetter driven by the troff formatting program operating under the UNIX system. The text of the manual was prepared using the ed text editor. PREFACE to the Fifth Edition . The number of UNIX installations is now above 50, and many more are expected. None of these has exactly the same complement of hardware or software. Therefore, at any particular installa- tion, it is quite possible that this manual will give inappropriate information. The authors are grateful to L. L. Cherry, L. A. Dimino, R. C. Haight, S. C. Johnson, B. W. Ker- nighan, M. E. Lesk, and E. N. Pinson for their contributions to the system software, and to L. E. McMahon for software and for his contributions to this manual. -
Being Virtual: Embodiment and Experience in Interactive Computer Game Play
Being Virtual: Embodiment and Experience in Interactive Computer Game Play Hanna Mathilde Sommerseth PhD The University of Edinburgh January 2010 1 Declaration My signature certifies that this thesis represents my own original work, the results of my own original research, and that I have clearly cited all sources and that this work has not been submitted for any other degree or professional qualification except as specified. Hanna Mathilde Sommerseth 2 Acknowledgements I am grateful to my supervisor Ella Chmielewska for her continued support throughout the past four years. I could not have gotten to where I am today without her encouragement and belief in my ability to do well. I am also deeply thankful also to a number of other mentors, official and unofficial for their advice and help: Richard Coyne, John Frow, Brian McNair, Jane Sillars, and most especially thank you to Nick Prior for his continued friendship and support. I am thankful for the Higher Education Funding Council in Scotland and the University of Edinburgh for the granting of an Overseas Research Student award allowing me to undertake this thesis in the first place, as well as to the Norwegian State Educational Loan Fund for maintenance grants allowing me to live while doing it. In the category of financial gratefulness, I must also thank my parents for their continued help over these four years when times have been difficult. Rumour has it that the process of writing a thesis of this kind can be a lonely endeavour. But in the years I have spent writing I have found a great community of emerging scholars and friends at the university and beyond that have supported and challenged me in ways too many to mention. -
Artificial and Computational Intelligence in Games
Artificial and Computational Intelligence in Games A Follow-up to Dagstuhl Seminar 12191 Edited by Simon M. Lucas Michael Mateas Mike Preuss Pieter Spronck Julian Togelius DagstuhlFollow-Ups – Vol.6 www.dagstuhl.de/dfu Editors Simon M. Lucas Michael Mateas School of Computer Science and Center for Games and Playable Media Electronic Engineering University of California, Santa Cruz University of Essex [email protected] [email protected] Mike Preuss Pieter Spronck European Research Center for Tilburg Center for Cognition and Communication Information Systems Tilburg University University of Münster [email protected] [email protected] Julian Togelius Center for Computer Games Research IT University of Copenhagen [email protected] ACM Classification 1998 I.2.1 Applications and Expert Systems: Games ISBN 978-3-939897-62-0 Published online and open access by Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH, Dagstuhl Publishing, Saarbrücken/Wadern, Germany. Online available at http://www.dagstuhl.de/dagpub/978-3-939897-62-0. Publication date November, 2013 Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. License This work is licensed under a Creative Commons Attribution 3.0 Unported license: http://creativecommons.org/licenses/by/3.0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors. -
Team KaijŪ Contents
Computer Games Laboratory - WS 2019/2020 Team Kaijū Maximilian Mayer Lukas Goll Tim Kaiser Evgenija Pavlova Contents 1. Formal Game Proposal 3 1.1. Game Description 3 1.1.1. Game Idea 3 1.1.2. Graphics and tone 3 1.1.3. Gameplay 4 1.1.4 About the background 4 1.1.5 Concept Art and sketches 5 1.2. Technical Achievement 7 1.2.1. Core technical feature 7 1.2.2. Challenges 7 1.3. “Big Idea” Bullseye 8 1.4. Development Schedule 8 1.4.1. Plan in Layers 8 1.4.2. Task Timeline 11 1.4.3. Task List 14 1.5. Assessment 16 2. Prototype 17 2.1. Overview 17 2.2. Gameplay 17 2.2.1. Attacks 18 2.2.2. Games Rules 18 2.3. Experiences and Learnings 19 2.4. Revisions to the Game Idea 20 3. Interim 21 3.1. Feedback review 21 3.2. Game Development 22 3.2.1 Level and Task System 22 3.2.2 Static Enemy AI 22 3.3. Character Development 22 3.3.1 Character : Camera & Actions 22 3.3.2 Chaining Destruction 23 3.3.3 Input System 23 3.4. Design 24 3.4.1 Color Scheme 24 3.4.2 Character 24 3.4.3 Environment and Obstacles 25 3.5. Environment & Destruction 26 3.5.1 Procedural Generation 26 3.5.2 Asset Pipeline 27 3.5.3 Destruction 27 4. Alpha Release 28 4.1 Design and Changes 28 4.1.1 Godzilla 28 4.1.2 The City 28 4.1.3 Cars as enemies 29 4.1.4 UI 31 4.2 Procedural Map Generation 32 4.3 The Game 33 1 4.3.1 Stages of Growth 33 4.3.2 Balancing the Game 34 4.3.3 Player’s full Action Set 35 5. -
"AM2526" Manual
EPILEPSY WARNING PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY. Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: - Do not sit too close to the monitor. Sit as far as comfortably possible. - Use as small a monitor as possible. - Do not play when tired or short on sleep. - Take care that there is sufficient lighting in the room. - Be sure to take a break of 10-15 minutes every hour. © 2009 Matrix Publishing, LLC. and Ntronium Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix Publishing, LLC. and Armada 2526™ is a trademark of Matrix Publishing, LLC. and Ntronium Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC. -
Setting up a Portable Intellivision Development Environment on Your Android Phone
Portable Intellivision Development Environment for Phones December 27, 2019 Setting up a Portable Intellivision Development Environment on Your Android Phone Written by Michael Hayes [email protected] Date of Last Modification: December 27, 2019 (Note: don’t let the length of this document intimidate you. It’s designed to be easy-to- follow, not concise. Also, this is something you will only have to do once.) Introduction You have a portable Android phone and a physical keyboard connected to it. You now have some experience developing in IntyBASIC. You would like to do future development using only your phone and keyboard, so you can develop anywhere you’re at in the cracks of time in your busy schedule. You may not know a darn thing about Linux and can’t be bothered to “root” your phone. This document is for you. Disclaimer I feel it is imperative to put this on the first page: Neither I nor Midnight Blue International, LLC are responsible for anything bad that happens to you or your phone for the use of any of the information in this text. Neither I nor Midnight Blue International, LLC are responsible if you get fired from your job because you got caught writing games on company time. Neither I nor Midnight Blue International, LLC are responsible if your Life Partner walks out on you because you’re too busy making games anymore. Standard data rates apply with your mobile carrier, blah blah blah. You will need: • A phone with Android 7 or higher and about 550M internal storage space. -
Somewhere Nearby Is Colossal Cave Examining Will Crowther's Original "Adventure" in Code and in Kentucky
Jerz 1 Somewhere Nearby is Colossal Cave Examining Will Crowther's Original "Adventure" in Code and in Kentucky Dennis G. Jerz Digital Humanities Quarterly Table of Contents Introduction Part I: Colossal Cave in Code Part II: Colossal Cave in Kentucky Coda: Adjusting the "Adventure" Timeline Introduction "Colossal Cave Adventure" was not the first computer game; nor was it the first game to accept textual commands, nor the first program to emulate something resembling conversation.1 Still, by using terse, evocative prose to simulate the exploration of a well-defined environment, and later by sharing the source code in order to let other programmers build upon his work, programmer Will Crowther set in motion a series of events that demonstrated the transformative cultural potential of the emerging internet. “[L]ike any significant program, Adventure was expressive of the personality and environment of the authors” (Levy 133). We know this environment was informal, collaborative, noncommercial, and as one might expect, highly technical. Yet "Adventure" has remained mysterious, in part due to Crowther's self-admitted fuzziness of memory when it comes to dates, and to his personal Jerz 2 choice to keep a low profile.2 Little evidence has been available to counter common but faulty assumptions – for instance, that Crowther's original "Adventure" was a sparse map-like simulation, and that all the magic and gaming elements were supplied by Don Woods. Inaccuracies are often perpetuated in published accounts, due to the inaccessibility of two -
Pirate Or Hackers Bible More Like Guidelines...= a = Abbrev: /*-Breev
Pirate or Hackers Bible More like guidelines.... = A = abbrev: /*-breev'/, /*-brev'/ n. Common abbreviation for `abbreviation'. ABEND: [ABnormal END] /ah'bend/, /*-bend'/ n. Abnormal termination (of software); {crash}; {lossage}. Derives from an error message on the IBM 360; used jokingly by hackers but seriously mainly by {code grinder}s. Usually capitalized, but may appear as `abend'. Hackers will try to persuade you that ABEND is called `abend' because it is what system operators do to the machine late on Friday when they want to call it a day, and hence is from the German `Abend' = `Evening'. accumulator: n. 1. Archaic term for a register. On-line use of it as a synonym for `register' is a fairly reliable indication that the user has been around for quite a while and/or that the architecture under discussion is quite old. The term in full is almost never used of microprocessor registers, for example, though symbolic names for arithmetic registers beginning in `A' derive from historical use of the term `accumulator' (and not, actually, from `arithmetic'). Confusingly, though, an `A' register name prefix may also stand for `address', as for example on the Motorola 680x0 family. 2. A register being used for arithmetic or logic (as opposed to addressing or a loop index), especially one being used to accumulate a sum or count of many items. This use is in context of a particular routine or stretch of code. "The FOOBAZ routine uses A3 as an accumulator." 3. One's in-basket (esp. among old-timers who might use sense 1). "You want this reviewed? Sure, just put it in the accumulator." (See {stack}.) ACK: /ak/ interj.