Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Playing by Programming
discuss key features of these environments and their Playing by pedagogical potential, and highlight some exemplar program-to-play games. Programming: Rethinking Games and Computer Science Education Making Gameplay Video games have become nearly ubiquitous in the lives of kids growing up today. Be it addictive mobile games, a Programming sophisticated blockbuster console games, or casual on line games played through social networking sites-video Activity games are everywhere. The growth in popularity of video games has not gone unnoticed by educators and designers of educational technology. As a result, a growing number of educational designers are using video games as a con- David Weintrop text for learners to engage with new ideas and concepts. In Uri Wilensky this way, the video game medium is being used to provide meaningful learning opportunities, often with the hopes that positive play experiences will increase interest in the Video games are an oft-cited reason for young learners domain for the player. This is especially true for the field of getting intere$ted in programming and computer science. computer science, as the video games being played are As such, many learning opportunities build on themselves products of the concepts and practices that this interest by having kids program their own video are central to computer science. Thus, interest in and en- games. This approach, while sometimes successful, has joyment of video games is a frequently cited reason for why its drawbacks stemming from the fact that the challenge learners want to study computer science (Carter, 2006). of programming and game building are left distinct from Blending video games and computer science education the gamep!ay experience that initially drew learners in. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Arxiv:2103.14589V2 [Math.GR] 16 Jun 2021
FINITENESS PROPERTIES FOR RELATIVES OF BRAIDED HIGMAN–THOMPSON GROUPS RACHEL SKIPPER AND XIAOLEI WU Abstract. We study the finiteness properties of the braided Higman–Thompson group bVd,r(H) with labels in H ≤ Bd, and bFd,r(H) and bTd,r(H) with labels in H ≤ P Bd where Bd is the braid group with d strings and P Bd is its pure braid subgroup. We show that for all d ≥ 2 and r ≥ 1, the group bVd,r(H) (resp. bTd,r(H) or bFd,r(H)) is of type Fn if and only if H is. Our result in particular confirms a recent conjecture of Aroca and Cumplido. Introduction The family of Thompson’s groups and the many groups in the extended Thompson family have long been studied for their many interesting properties. Thompson’s group F is the first example of a type F∞, torsion-free group with infinite cohomological dimension [BG84] while Thompson’s groups T and V provided the first examples of finitely presented simple groups. More recently the braided and labeled braided Higman–Thompson groups have garnered attention in part due their connections with big mapping class groups. The braided version of Thompson’s group V , which we refer to here as bV , was first intro- duced independently by Brin and Dehornoy [Bri07], [Deh06]. Brady, Burillo, Cleary, and Stein introduced braided F , or bF . The groups bV and bF were shown to be finitely presented in [Bro06] and [BBCS08], respectively, and this was extended to show that both of these groups + + are of type F∞ in [BFM 16]. -
Moving from Unity to Godot an In-Depth Handbook to Godot for Unity Users
Moving from Unity to Godot An In-Depth Handbook to Godot for Unity Users Alan Thorn Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users Alan Thorn High Wycombe, UK ISBN-13 (pbk): 978-1-4842-5907-8 ISBN-13 (electronic): 978-1-4842-5908-5 https://doi.org/10.1007/978-1-4842-5908-5 Copyright © 2020 by Alan Thorn This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005)
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) 2016 Final Report K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) Berrin Tansel, Ph.D., P.E., Florida International University August 2016 1 K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) This page is intentionally left blank. i K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) U.S. DOT DISCLAIMER The contents of this report reflect the views of the authors, who are responsible for the facts, and the accuracy of the information presented herein. This document is disseminated under the sponsorship of the U.S. Department of Transportation’s University Transportation Centers Program, in the interest of information exchange. The U.S. Government assumes no liability for the contents or use thereof. ACKNOWLEDGEMENT OF SPONSORSHIP This work was sponsored by a grant from the Southeastern Transportation Research, Innovation, Development and Education Center (STRIDE) at the University of Florida. The STRIDE Center is funded through the U.S. Department of Transportation’s University Transportation Centers Program. ii K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) TABLE OF CONTENTS ABSTRACT ...................................................................................................................................................... v CHAPTER 1: INTRODUCTION ........................................................................................................................ -
Game Engines with Visual Scripting ● Specialized Game Engines ● Framework Like Game Engines ● Niche Game Engines
Game Engines Jaanus Jaggo 2020 This is not even half of all the engines! Game engines 3 2 6 4 5 1 7 8 9 12 10 11 14 13 15 2 This is not even half of all the engines! Game engines 3 2 6 4 5 7 8 9 12 10 11 14 13 15 3 This is not even half of all the engines! Game engines 3 6 4 5 7 8 9 12 10 11 14 13 15 4 This is not even half of all the engines! Game engines 6 4 5 7 8 9 12 10 11 14 13 15 5 This is not even half of all the engines! Game engines 6 5 7 8 9 12 10 11 14 13 15 6 This is not even half of all the engines! Game engines 6 7 8 9 12 10 11 14 13 15 7 This is not even half of all the engines! Game engines 7 8 9 12 10 11 14 13 15 8 This is not even half of all the engines! Game engines 8 9 12 10 11 14 13 15 9 This is not even half of all the engines! Game engines 9 12 10 11 14 13 15 10 This is not even half of all the engines! Game engines 12 10 11 14 13 15 11 This is not even half of all the engines! Game engines 12 11 14 13 15 12 This is not even half of all the engines! Game engines 12 14 13 15 13 This is not even half of all the engines! Game engines 14 13 15 14 This is not even half of all the engines! Game engines 14 15 15 This is not even half of all the engines! Game engines 15 16 This is not even half of all the engines! Game engines 17 Game engines 18 There is no “best” game engine As there is no “best” programming language But some people like to express their opinion loudly! I consider myself to be quite unbiased. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Games: Gdevelop, End of the Sun, Untrusted, Ravenfield and More
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More Games: GDevelop, End of the Sun, Untrusted, Ravenfield and More By Roy Schestowitz Created 08/06/2020 - 2:10pm Submitted by Roy Schestowitz on Monday 8th of June 2020 02:10:48 PM Filed under Gaming [1] FOSS game engine GDevelop gets a sweet new dark theme [2] GDevelop is a wonderful free and open source game engine, one that's cross-platform and it continues to get more powerful. It also has theme support with a new dark theme landing that looks great. The new dark theme "Nord" is based on the the palette from nordtheme.com, and it fits in very nicely with the GDevelop editor UI. In fact, it actually looks a little like the Godot Engine theme. Dark themes can at times be a little too dark, light themes blinding and this new Nord theme seems to have a nice contrast to it, makes tinkering with it feel better along with the recent UI adjustments the GDevelop team did to reduce useless padding everywhere. First-person slavic fantasy adventure The End of the Sun is fully funded[3] The End of the Sun, a slavic first-person fantasy adventure has managed to run a successful Kickstarter campaign. Against their initial $12,000 goal, 741 backers pledged $18,001 to help make it. What is it? A strange sounding tale that's what, interesting though. Set in the world of Slavic rites, beliefs, legends, and their everyday life. -
Simple Game with Unity3d
Simple Game with Unity3D Harry Octavianus Purba - 13514050 Informatics School of Electrical Engineering and Informatics ITB Bandung, Indonesia [email protected] Abstract—Many of people already playing game. To make the game, people can choose one of many game maker. Unity3D is on III. MAKING SIMPLE GAME WITH UNITY3D of game maker software. How to make game with game maker software ? Is it hard to make ? Making the game with Unity3D, just need five basic step. Making simple game with unity, can be done by several steps : Keywords—Unity3D;game A. Prepare Assets I. INTRODUCTION Assets is set of object in a unity project. Assets can be image from unity, or image import from other directory in In modern life, game is not something rare in people. PC, can be script, can be scene , and others. Assets in unity are Many people already playing the game. The game users placed at the bottom by default. The purpose of asset in unity vary,from child to old. Many types of games for example is the collection of objects to make a project in unity. adventure games , action games, board games, simulation games, puzzle, and others. The purpose of the game basically to entertain, but many people make games as a passion. To satisfy needs of the games, people need game maker software. Until know , many software that human can use to make a game, from the simple game to the complex game for example Game Maker Studio, RPG Maker, Game Salad, 3D Rad Engine, Unity, and others. How to make the game with that software ? Is it hard or easy to make? In this paper, will be explained how to make simple game with unity. -
Game Engines in Game Education
Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1. -
Real-Time Soft Shadows in a Game Engine
Real-time Soft Shadows in a Game Engine Kasper Fauerby ([email protected]) Carsten Kjær ([email protected]) 14th December 2003 Abstract In this thesis we explore the possibilities of using various real-time shadow techniques in a 3d game engine. We describe a technique known as the stencil shadow algorithm and show how it can be extended to produce soft shadows from volume light sources using penumbra wedges. The penumbra wedge technique allows for real-time soft shadows in relatively simple scenes. We present a novel coverage calculation technique for spherical light sources, which significantly reduces the amount of pixel shader instructions and the amount of texture memory required for look-up tables. We identify a performance bottleneck in the algorithm which prevents the achievement of real-time performance in complex scenes, and we present a new version of the algorithm that eliminates this bottleneck for a limited class of shadow casting objects. We have implemented both versions of the soft shadow algorithm in our game engine, and we compare their respective performance on different hard- ware. Some implementation details are given, including the CG source code for the vertex and pixel shaders we have used. We discuss how to effectively manage a large number of shadow volumes in a dynamic game scene where both lights and shadow casters move around freely. Finally, we give an overview of some of the limitations in graphical hardware anno 2003 that introduce unnessesary work loads on the algorithm, thus degrading performance. Contents 1 Introduction 3 2 Lighting 7 2.1 Light models .