Predicting Ship Movement Using A* Algorithm in Anno 1800 Strategy
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Philadelphia in an Age of Change, 1785-1800 By
Specialized residential and business districts : Philadelphia in an age of change, 1785-1800 by Thomas Samuel Gentry A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in History Montana State University © Copyright by Thomas Samuel Gentry (1988) Abstract: Philadelphia in 1785 was a city on the brink of economic expansion. The carrying trade promoted the financial growth of the city. Even though Philadelphia became a trading center in the 1790s, the economic boom affected only a very small segment of society. Examining local records such as the city tax lists, city directories, newspaper accounts, and the Federal Direct Tax of 1798, one realizes that while the economy flourished, for many people the 1790s were an age of poverty. The carrying trade helped those in a position to benefit from trade with England, France, and the West Indies; however, due to the rapid growth in population, lower income Philadelphians were left out of this trading circle. While many merchants prospered their working class counterparts fell into poverty. Artisans and craftspeople found that their piece of the monetary pie was becoming smaller and smaller throughout the period. As the 1790s progressed the wage of artisans, laborers, and craftspeople dropped considerably. The drop in the wage is directly reflected in the city tax lists for the 1780s and 1790s. Workers found it harder to make ends meet. Changes in property values in the 1790s aggravated the problems of the workers, forcing them to move to more affordable accommodations in different parts of Philadelphia. Places like North Mulberry and South Ward became havens for workers in the 1790s, as businesses devoted to the carrying trade moved into the buildings along the Delaware River. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Masterarbeit
MASTERARBEIT Frau Kerstin Strangfeld Public Relations für deutsche Computerspiele oder Compu- terspiellokalisierungen 2012 Fakultät: Medien MASTERARBEIT Public Relations für deutsche Computerspiele oder Compu- terspiellokalisierungen Autorin: Frau Kerstin Strangfeld Studiengang: Information- and Communication Science Seminargruppe: IC09w1-M Erstprüfer: Prof. Dr. phil. Ludwig Hilmer Zweitprüfer: Prof. Dr. rer. nat. habil. Peter Will Einreichung: Mittweida, den 28.03.2012 Faculty of Media MASTER THESIS Public Relations for German Video Games or Localizations of Video Games author: Ms. Kerstin Strangfeld course of studies: Information- and Communication Science seminar group: IC09w1-M first examiner: Prof. Dr. phil. Ludwig Hilmer second examiner: Prof. Dr. rer. nat. habil. Peter Will submission: Mittweida, 2012-03-23 Bibliografische Angaben Strangfeld, Kerstin: Public Relations für deutsche Computerspiele oder Computerspiellokalisierungen Public Relations for German Video Games or Localizations of Video Games 114 Seiten, Hochschule Mittweida, University of Applied Sciences, Fakultät Medien, Masterarbeit, 2012 Abstract Das Ziel dieser Masterarbeit ist die Bereitstellung einer Hilfe bei der Erstellung und Umsetzung einer Kommunikationskampagne eines deutschen Computer- oder Video- spiels oder einer Lokalisierung für den deutschen Markt. Sie bietet einen Leitfaden von der Analyse der Games-Branche und des eigenen Unternehmens über die Entwicklung und Umsetzung einer PR-Kampagne bis hin zur Evaluation der selbigen. Besonderer inhaltlicher Schwerpunkt -
085765096700 Hd Movies / Game / Software / Operating System
085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1. -
Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt
Entwicklung und Validierung eines Fragebogens zum Erleben von Computerspielen: Untersuchung von Transfereffekten zwischen virtueller und realer Welt Dissertation zur Erlangung des Doktorgrades der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Dipl.-Psych. Stefanie Luthman Kiel (2008) Stefanie Luthman Fragebogen zum Erleben von Computerspielen Erstgutachter: Prof. Dr. Thomas Bliesener Zweitgutachter: Prof. Dr. Günter Köhnken Tag der mündlichen Prüfung: 12.11.2008 Durch die zweite Prodekanin oder den zweiten Prodekan, Prof. Dr. Rainer Zaiser zum Druck genehmigt am: 12.11.2008 2 Stefanie Luthman Fragebogen zum Erleben von Computerspielen DANKSAGUNG Mein herzlichster Dank gilt meinem Doktorvater Prof. Dr. Thomas Bliesener, der mir die Möglichkeit gab, meine bei ihm begonnene Forschung zu den Effekten von Computerspielen in Form einer Promotion fortzusetzen. Dafür, dass er jederzeit bei Fragen für mich ansprechbar war und mir mit interessanten Ideen und Anregungen in schwierigen Phasen weiterhalf, bin ich ihm in besonderem Maße dankbar. Herrn Prof. Dr. Günter Köhnken möchte ich danken, dass er sich freundlicherweise bereit erklärt hat, als Zweitgutachter diese Doktorarbeit zu begutachten. Des Weiteren möchte ich mich bei meinen Kollegen und Kolleginnen bedanken, die mich in den letzten drei Jahren bei meiner Promotion begleitet haben. Die lockere Atmosphäre in unseren beiden Abteilungen ist einer der Gründe, weshalb ich freien Herzens sagen kann: Ich bin wirklich gerne zur Arbeit gegangen. Besonderer Dank gilt dabei meinen (ehemaligen) Kolleginnen Marijana Rakuljic und Anna Matthes. Sie waren mir in schwierigen Zeiten wichtige Ansprechpartner, aber noch viel mehr sind sie mir wegen ihrer herzlichen und unkomplizierten Art gute Freundinnen geworden. Jana Schmidt danke ich ganz herzlich für ihren unermüdlichen Einsatz in administrativen Belangen rund um meine Arbeit und für den wunderbaren Austausch in allen Lebensbelangen. -
Spielspass Mehr Als Nur Ein Bauchgefühl: Wie Sich Spass Erklären, Entdecken, Analysieren, Kalkulieren Und Erforschen Lässt
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 01/2012 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT m a g a z i n AUF DER SUCHE NACH DEM SPIELSPASS MEHR ALS NUR EIN BAUCHGEFÜHL: WIE SICH SPASS ERKLÄREN, ENTDECKEN, ANALYSIEREN, KALKULIEREN UND ERFORSCHEN LÄSST. BUSINESS PROGRAMMIERUNG PROJEKTMANAGEMENT TRACKEN UND AUSWERTEN VON JAGGED ALLIANCE ONLINE: EIN DIE ZEHN GRÖSSTEN IRRTÜMER MOBILE-GAMES-KENNZAHLEN GROSSPROJEKT MIT UNITY 3D ÜBER DIE PRE-PRODUCTION Editorial Start Making Games Viel Spaß mit 2012 er Autor dieser Zeilen wäre so gern ein Das Making Games Jahr 2012 Heiko Klinge D großes, haariges Monster gewesen, mit Auch ganz ohne Metriken und A/B-Tests sind zwei Hörnern auf dem Schädel. Stattdessen wir uns ziemlich sicher, dass 2012 ein spaßiges wurde er ein grünes, dreiäugiges Knubbelvieh Jahr für Making Games wird. Wir haben einiges namens »Blob«. Monster World, eines der der- vor, wollen unser Magazin weiter verbessern, ist Chefredakteur vom zeit erfolgreichsten deutschen Facebook-Spiele, unser Branchenverzeichnis Key Players interna- Making Games Magazin. hat ihm schlichtweg keine Wahl gelassen. Und tional noch bekannter machen (Wie? Seite 11!), warum? Weil A/B-Tests des Berliner Entwick- endlich einen Newsletter-Service anbieten so- lers wooga ergeben haben, dass deutlich mehr wie mit unseren Recruiting-Events Making Spieler das Tutorial abschließen, wenn es zu Games Talents und Jobs & Karriere noch mehr WWWmakinggames.de Partiebeginn keine Monsterwahl gibt. Blöd. Jobs vermitteln als im letzten Jahr (und da wa- Immer wenn Sie diesen Hinweis bei Aber es ist eben eine Entscheidung der Masse, ren es schon über 100). Falls Sie mitmachen wol- einem Artikel sehen, möchten wir quasi gelebte Demokratie in der Games-Ent- len, finden Sie hier bereits ein paar wissens- Sie auf ergänzende oder vertiefende Informationsangebote unseres On- wicklung. -
Die Computer- Und Videospielindustrie in Deutschland
Abschlussbericht zur Studie Die Computer- und Videospielindustrie in Deutschland Daten – Fakten – Analysen Oliver Castendyk & Jörg Müller-Lietzkow Die Studie Die Computer- und Videospielindustrie in Deutschland wurde durchgeführt vom Forschungs- und Kompetenzzentrum Audiovisuelle Produktion der Hamburg Media School unter der Leitung von Oliver Castendyk, in Kooperation mit Jörg Müller-Lietzkow von der Universität Paderborn, im Auftrag der beiden nationalen Branchenverbände der deutschen Games-Industrie, BIU – Bundesverband Interaktive Unterhaltungssoftware e.V. und GAME – Bundesverband der deutschen Games-Branche e.V. sowie mit Förderung der Beauftragten der Bundesregierung für Kultur und Medien (BKM) im Rahmen der Initiative Kultur- und Kreativwirtschaft des Bundes, der Senatskanzlei Berlin und dem Hessischen Ministerium für Wirtschaft, Energie, Verkehr und Landesentwicklung. © 2017 Forschungs- und Kompetenzzentrum Audiovisuelle Produktion der Hamburg Media School Autoren & Mitarbeiter Hamburg Media School: Prof. Dr. Oliver Castendyk, Juliane Müller, Clemens Poser, Christoph Witte Universität Paderborn: Prof. Dr. Jörg Müller-Lietzkow Infografiken Natalja Knauer www.nakn.de Inhalt A. Einleitung: Von Kennzahlen und Erkenntnissen ....................................................... 1 B. Geschichte der deutschen Games-Industrie ............................................................ 3 B.I. Internationale Entwicklungslinien .................................................................... 3 B.I.1. Vor 1972 ............................................................................................... -
Ubisoft® Berlin to Open Early 2018 and Collaborate on Far Cry® Series
UBISOFT® BERLIN TO OPEN EARLY 2018 AND COLLABORATE ON FAR CRY® SERIES Istvan Tajnay assigned as Studio Manager Düsseldorf, Germany, November 16 2017 – Today Ubisoft revealed further information regarding its new development studio in Berlin; the team will be focusing on collaborating on big Ubisoft brands, starting with the award-winning Far Cry series. Istvan Tajnay has been nominated Studio Manager of the studio, reporting to Benedikt Grindel, Managing Director of Ubisoft Blue Byte. Istvan has been working at Ubisoft Blue Byte since 2012, most recently as Studio Operations Director. The Berlin studio will open its doors at the beginning of 2018. “We are thrilled to be opening the doors to Ubisoft Berlin, and working on the Far Cry series together with other Ubisoft teams”, says Istvan Tajnay, Studio Manager, Ubisoft Berlin. “In the first year, we will build a core team of around 50 developers drawing on all areas of expertise. We are currently recruiting for these positions and the reception so far is overwhelmingly positive and candidates are of a very high calibre.” The new studio is located in the centre of Berlin, only a few minutes’ walk away from the famous shopping street Kurfürstendamm, the Berlin Zoo and the Kaiser Wilhelm Memorial Church. “As part of Ubisoft’s global growth strategy, we have high hopes to continue to build up our teams in Ubisoft Berlin in the coming years. However, this growth also depends on the future development of funding video games in Germany”, says Benedikt Grindel, Managing Director, Ubisoft Blue Byte. “I am confident that we have found a strong studio head in Istvan Tajnay who is ready to take on this challenge. -
Some of the First Settlers of "The Forks of the Delaware" and Their
oc 974.802 Ea7k 1822012 REYNOLDS HISTORICAL GENEALOGY COLLECTfON ALLEN COUNTY PUBLIC LIBRARY 3 1833 02224 4658 Digitized by the Internet Archive in 2010 with funding from Allen County Public Library Genealogy Center http://www.archive.org/details/someoffirstsettlOOinfirs SOME OF THE FIRST SETTLERS 'The Forks of the Delaware" AND THEIR DESCENDANTS Being a Translation i<-kom thk Gkkman OF iiiE Recoki) Books of The First Reformed Church of Easton, Penna. From 1760 to 1852 'J'RANSLATKD and PL'HI.ISIIKI) IIV ^'iiE Rev. henry MARTYN KIEFFER, D.D. Pastor of the Church, Author of ''The Recolleciiuiis of a Drummer Boy" ^'College Chapel Ser- mons" ^'The Old Sullivan Jitiad" etc. ToCiKTIIEK Wnil AN 1 I ISTOKK Al, 1 NTltOnUCTlON . In Commemoration of the One Hundred and Fifty-Seventh Anniversary OF THE Founding OK THE CoNriRECATioN, 1745-1902 EASTON, PENNSYLVANIA 1902 18;c2Q13 HENRY MARTYN KIEFFER, D. D. From a Portrait by Marie Constantln. Copyright, 1902, by HENRY MARTYN KIEFFER. -y^''-^ '^ y.-V7- ^^,,}t PREFATORY NOTE. The First Reformed Church of Easton was founded dur- ing the earliest period of the settlement at " The Forks of the Delaware," and has been identified with the borough and city of Easton throughout their entire history. The church building which the congregation at present occu- pies was erected in 1776. It is the oply public building in Easton remaining from the days of the Revolution, and for nearly half a century after its erection was the only church building in the town. Its record books, which possess the rare distinction of being continuous and unbroken for nearly a century and a half, are contemporaneous in their origin with the early beginnings of the settlement, and contain information of greatest value to the many thou- sands of the descendents of "The First Settlers of the Forks of the Delaware"; for the settlement having from the first been prevailingly German, nearly every family in the community, at some time or other in its history, left some trace of itself in the records of this old German Reformed Church. -
Openconflict: Preventing Real Time Map Hacks in Online Games
OpenConflict: Preventing Real Time Map Hacks in Online Games Elie Bursztein Mike Hamburg Jocelyn Lagarenne Dan Boneh Stanford University Stanford University Stanford University Stanford University [email protected] [email protected] [email protected] [email protected] Keywords-multi-player games, map hacks containing between 24000 and 36000 cells. Since RTS games Abstract—We present a generic tool, Kartograph, that lifts are real-time (as opposed to turn-based), players compete the fog of war in online real-time strategy games by snooping on thinking speed as well as strategy. Each player gather on the memory used by the game. Kartograph is passive and resources in order to build structures and units as visible cannot be detected remotely. Motivated by these passive attacks, in Figure1. As units move across the map, they encounter we present secure protocols for distributing game state among players so that each client only has data it is allowed to see. Our other players’ units and may fight or collaborate with them. system, OpenConflict, runs real-time games with distributed Most RTS games simulate a fog of war meaning that only state. To support our claim that OpenConflict is sufficiently certain parts of the map are visible at any moment (Figure2). fast for real-time strategy games, we show the results of an Areas of the map where the player has no units are hidden extensive study of 1000 replays of Starcraft II games between and the player cannot tell what is in those cells. The winner expert players. At the peak of a typical game, OpenConflict needs only 22 milliseconds on one CPU core each time state is is the player who is able to destroy his opponent’s base, or synchronized. -
Democracia, Deslegitimación Y Cambio Social: El Videojuego Como Dispositivo De Cuestionamiento Político
BARATARIA Revista Castellano-Manchega de Ciencias Sociales Nº 29, pp. 121-137, 2020, ISSN: 1575-0825, e-ISSN: 2172-3184 DOI: https://doi.org/10.20932/barataria.v0i29.540 DEMOCRACIA, DESLEGITIMACIÓN Y CAMBIO SOCIAL: EL VIDEOJUEGO COMO DISPOSITIVO DE CUESTIONAMIENTO POLÍTICO DEMOCRACY, LOSS OF LEGITIMACY, AND SOCIAL CHANGE: THE VIDEO GAME AS A DEVICE FOR POLITICAL QUESTIONING Costán Sequeiros Bruna Universidad Complutense de Madrid. Madrid / España [email protected] https://orcid.org/0000-0002-1969-5805 Héctor Puente Bienvenido Universidad Francisco de Vitoria. Pozuelo de Alarcón / España [email protected] https://orcid.org/0000-0002-7441-1908 Recibido/Received: 23/03/2020 Modificado/Modified: 14/06/2020 Aceptado/Accepted: 03/11/2020 RESUMEN Tradicionalmente, el Estado ha organizado una serie de instituciones que garantizan el aprendizaje y adoctrinamiento en el sistema. Pero las democracias llevan en crisis de legitimidad desde la crisis económica de 2007/08, una deslegitimación que crece a medida que las TIC llevan nuevos modelos políticos e ideas de un lado a otro del mundo. Un entorno digital que transporta valores culturales a través de todos los productos mediáticos, siendo los videojuegos uno de los más importantes hoy en día. Esto los ha convertido en un campo de aprendizaje y experimentación que ha llevado a la aparición de espacios políticos en los videojuegos (como manifestaciones o escenarios de lucha y activismo), exigencias a las compañías desarrolladoras, estructuras de relaciones más horizontales y muchos espacios de discusión identitaria (como el género). Aprendizajes que los ciudadanos obtienen en su tiempo de ocio pero que no se olvidan cuando desconectan de sus juegos, sino que quedan insertados en sus identidades.