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Crusader Kings 2 2.8.2.1 Download Free Crusader Kings II - Middle Mars V.1.0.6 - Game Mod - Download
crusader kings 2 2.8.2.1 download free Crusader Kings II - Middle Mars v.1.0.6 - Game mod - Download. The file Middle Mars v.1.0.6 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 58.1 MB. last update Tuesday, April 6, 2021. Report problems with download to [email protected] Middle Mars is a mod for Crusader Kings II , created by zombaxx. Description: Long ago, many centuries after Mars had been fully Terraformed, Earth went dark on the same day all existing electronics on Mars stopped working. All ships not in orbit fell from the sky. Mars quickly descended into chaos as society collapsed, bringing on a new Dark Age. Most of the population succumbed to famine as governments broke down and nations fractured. Around 1000 years later humanity is recovering and has entered a new Medieval Era, largely forgetting the accurate history of humanity and the disaster. No one knows if Earth is still around and is thought of as more of a holy icon and legend. Some ideologies reject the concept or existence of Earth as we know it. Extract into �My Documents\Paradox Interactive\Crusader Kings II\mods� and activate in game�s menu. Crusader Kings II - Zhiza v.6022021 - Game mod - Download. The file Zhiza v.6022021 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 1.3 MB. last update Wednesday, March 10, 2021. Report problems with download to [email protected] Zhiza is a mod for Crusader Kings II , created by modester. -
Chinese Corporate Acquisitions in Sweden: a Survey Jerker Hellström, Oscar Almén, Johan Englund
Chinese corporate acquisitions in Sweden: A survey Jerker Hellström, Oscar Almén, Johan Englund Main conclusions • This survey has resulted in the first comprehensive and openly accessible compilation of Chinese corporate acquisitions in Sweden. • The audit has identified 51 companies in Sweden in which Chinese (including Hong Kong) companies have acquired a majority ownership. In addition, the survey has identified another 14 minority acquisitions. • Zhejiang Geely’s acquisition of a minority stake in Swedish truck-maker AB Volvo was among the largest Chinese acquisitions completed in Europe and North America in 2018. • Through these acquisitions, Chinese investors have taken control of at least some one hundred subsidiaries. • Most of the identified acquisitions were made since 2014. The highest annual amount of acquisitions was recorded in 2017. • The majority of the acquired companies belong to the following five sectors: industrial products and machinery, health and biotechnology, information and communications technology (ICT), electronics, and the automotive industry. • For nearly half of the acquired companies, there is a correlation between their operations and the technology sectors highlighted in the “Made in China 2025” plan for China's national industrial development. The sectors included in the plan are of particular importance to the Chinese state. • This survey includes several companies that have not been identified as Chinese acquisitions in previous compilations of Chinese investments. • More than 1,000 companies have reported to Sweden’s Companies Registration Office that their beneficial owner is a citizen of either China or Hong Kong. For the majority of these companies, however, the Chinese ownership is not a result of an acquisition. -
Year-End Report and Quarterly Report October - December 2020-01-01 - 2020-12-31
YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 FOURTH QUARTER 2020 IMPORTANT EVENTS IN THE FOURTH QUARTER 2020 • Revenues amounted to MSEK 433.7 (MSEK 381.3), an increase by 14 % • The new game Empire of Sin, developed by Romero Games, was released compared to the same period last year. December 1, 2020. • Operating profit amounted to MSEK 79.5 (MSEK 163.5), a decrease by 51 %. • Two expansions were released during the period; Star Kings for Age of • Profit after financial items amounted to MSEK 78.6 (MSEK 156.7), and profit Wonders: Planetfall, and Battle for the Bosporus for Hearts of Iron IV. after tax amounted to MSEK 59.5 (MSEK 130.5). • The Group’s employees continue to work from home to reduce the spread of • Cash flow from operating activities amounted to MSEK 387.1 (MSEK 265.4), and Covid-19. cash flow from investing activities amounted to MSEK -207.3 (MSEK -135.4). • By the end of the period cash amounted to MSEK 767.6 (MSEK 554.2). -
Publisher Version (Open Access)
EUROCENTRIC VALUES AT PLAY MODDING THE COLONIAL FROM THE INDIGENOUS PERSPECTIVE RHETT LOBAN AND THOMAS APPERLEY Indigenous people and cultures are rarely included in digital games, and if they are it is often in a rather thoughtless manner. The indigenous peoples and cultures of many parts of the world have been portrayed in digital games in several ways that show little respect or understanding of the important issues these populations face. For example, in the Australian-made Ty the Tasmanian Tiger (Electronic Arts, 2002), Australian Aboriginal people are completely absent, replaced by anthropomorphized indigenous animals some of whom wear traditional face paint, while the plot involves rescuing other animals from the “dreamtime.” So while a secularized white settler version of Aboriginal culture is a core part of the game, the people are absent. The controversial mobile game Survival Island 3: Australia Story (NIL Entertainment, 2015), was removed from the Google Play and Apple stores in January 2016, largely because of an online petition that was concerned the game encouraged violence against indigenous Australians. The game portrayed Aboriginal people as “savages” who contributed to the difficulty of surviving in the Australian outback. Other games have appropriated indigenous iconography and culture, like Mark of Kri (Sony Computer Entertainment, 2002) which used traditional Māori (the indigenous people of Aotearoa/New Zealand) facial tattoo or Tā moko on characters in the game. These examples are disappointing, and seem to represent a common 1 occurrence in commercial non-indigenous media. However, there have also recently been a number of critically acclaimed commercial gaming projects which deal with indigenous culture and issues from an indigenous perspective, for example the game Never Alone/Kisima Inŋitchuŋa (E-Line Media, 2014), made by Upper One Games in partnership with 2 Alaska’s Cook Inlet Tribal Council. -
Unity Training Academy 2018-2019, #2 Aras Pranckevičius
Random Things About Code Unity Training Academy 2018-2019, #2 Aras Pranckevičius 1 Generative Art – Made with Unity Caveat Emptor ● This is going to be totally random! ● Without any structure! ● ...so yeah :) 2 Random Intro 3 A long time ago in a galaxy far, far away... ● I thought these are awesome: ○ C++ ○ STL, Boost ○ Object Oriented Programming ○ Design Patterns ● Had hair! 4 Now... ● Most of these are... ”not that good” ○ C++: too complicated ○ STL/Boost: too complicated, over-engineered ○ OOP: only useful for UI widgets ○ Design Patterns: BS to sell books/courses ● No hair :( 5 Some things which I like: Futurist Programming ● “Futurist Programming” by Nick Porcino ● http://nickporcino.com/meshula-net-archive/posts/post168.html 6 Some things which I like: Futurist Programming ● No Compromise, No Waste Programming ○ The program is the BEST at what it does ○ The program is FAST ○ The footprint is SMALL ○ The code is CLEAR ○ The program is BUG-FREE ○ Abstractions must SIMPLIFY ○ The unnecessary is ELIMINATED ○ NO COMPROMISES in the name of Extensibility, Modularity, Structured Programming, Reusable Code, Top Down Design, Standards, Object Oriented Design, or Agility. 7 Some things which I like: Three Big Lies ● “Three Big Lies” by Mike Acton ● https://www.gdcvault.com/play/1012200/Three-Big-Lies-Typical-Design ● https://cellperformance.beyond3d.com/articles/2008/03/three-big-lies.html ● Fun fact: Mike is at Unity now, working on ECS and stuff! 8 Some things which I like: Three Big Lies ● Software is a platform ● Code designed around -
Interim Report 2019-01-01 - 2019-06-30
INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S -118 27 Stockholm • www.paradoxinteractive.com 1 INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 SECOND QUARTER 2019 • In June, the new game Empire of Sin was announced, developed by Romero • Revenues amounted to SEK 387.2 (298.8) million, an increase by 30 % compa- Games. The game is planned for release in spring 2020. red to the same period last year. • A collaboration has been initiated with publisher and developer Double • Operating profit amounted to SEK 154.2 (99.4) million, an increase by 55 %. Eleven for continued development of the game Prison Architect on PC and • Profit before tax amounted to SEK 154.0 (99.5) million, and profit after tax console. amounted to SEK 120.3 (77.9) million. • Steam Summer Sale took place June 25 to July 9. • Cash flow from operating activities amounted to SEK 232.7 (182.3) million, • At the Annual General Meeting on May 17, Mathias Hermansson was elected and cash flow from investing activities amounted to SEK -104.9 (-121.2) million. as a new board member. Cecilia Beck-Friis declined re-election. • By the end of the period cash amounted to SEK 396.4 (329.3) million. -
Great Meme War:” the Alt-Right and Its Multifarious Enemies
Angles New Perspectives on the Anglophone World 10 | 2020 Creating the Enemy The “Great Meme War:” the Alt-Right and its Multifarious Enemies Maxime Dafaure Electronic version URL: http://journals.openedition.org/angles/369 ISSN: 2274-2042 Publisher Société des Anglicistes de l'Enseignement Supérieur Electronic reference Maxime Dafaure, « The “Great Meme War:” the Alt-Right and its Multifarious Enemies », Angles [Online], 10 | 2020, Online since 01 April 2020, connection on 28 July 2020. URL : http:// journals.openedition.org/angles/369 This text was automatically generated on 28 July 2020. Angles. New Perspectives on the Anglophone World is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. The “Great Meme War:” the Alt-Right and its Multifarious Enemies 1 The “Great Meme War:” the Alt- Right and its Multifarious Enemies Maxime Dafaure Memes and the metapolitics of the alt-right 1 The alt-right has been a major actor of the online culture wars of the past few years. Since it came to prominence during the 2014 Gamergate controversy,1 this loosely- defined, puzzling movement has achieved mainstream recognition and has been the subject of discussion by journalists and scholars alike. Although the movement is notoriously difficult to define, a few overarching themes can be delineated: unequivocal rejections of immigration and multiculturalism among most, if not all, alt- right subgroups; an intense criticism of feminism, in particular within the manosphere community, which itself is divided into several clans with different goals and subcultures (men’s rights activists, Men Going Their Own Way, pick-up artists, incels).2 Demographically speaking, an overwhelming majority of alt-righters are white heterosexual males, one of the major social categories who feel dispossessed and resentful, as pointed out as early as in the mid-20th century by Daniel Bell, and more recently by Michael Kimmel (Angry White Men 2013) and Dick Howard (Les Ombres de l’Amérique 2017). -
BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges
BITSQUID: BEHIND T HE SCENES Building a Game Engine Design, Implementation & Challenges Niklas Frykholm System Architect, Bitsquid DESIGN GOALS • An engine that is:! Flexible! Fast! And supports good workflows! ! • Not a click-and-play “game maker”! Aimed at professionals who want full performance and full control! • Not a repurposed first-person shooter! For all game types FLEXIBLE • Engine! Avoid bit-rot (large software systems get worse over time)! • Any game type! FPS, platformer, RPG, racing game, architectural visualization, etc! User must be in full control of game logic! • Wide range of platforms (mobile → high end PC)! Very different performance characteristics! Don’t try to hide platform differences (abstraction → inefficiency)! Users must be able to control the entire rendering pipeline (forward/deferred)! • Flexibility puts higher demands on users than click-to-play Hamilton’s Great Adventure (Fatshark: PC, PS3, Android) War of the Roses (Fatshark: PC) Krater (Fatshark: PC, OS X) The Showdown Effect (Arrowhead: PC, OS X) War of the Vikings (Fatshark) Magica Wizard Wars (Paradox North) Helldivers (Arrowhead) AVOIDING BIT-ROT • Care about code quality! Publish your source code! (We give it to our customers)! • Keep the engine small! Less code is better! Aggressively remove what you don’t use!! Don’t do everything that our customers want! (They can do it themselves in the source.)! • Refactor! When you find a better way to do things → rewrite! • Decouple! As few dependencies between systems as possible! Individual systems can be replaced -
Europa Universalis IV: Third Rome
Welcome to Europa Universalis IV: Third Rome hird Rome is the first “immersion pack” for Europa Universalis IV. Immersion packs are a new type of expansion for EU4, intended to bring T greater detail and historical customization to a particular region. For Third Rome, we have chosen to focus on Russia, one of the most popular starting regions for many of our players. Russia is big. It stretches from Lithuania in the West to the Pacific in the East, from the Baltic in the North to the Black Sea in the South. The story of how a princely backwater became one of the most important nations in the world is a colorful one, full of terror and triumph. Third Rome starts with a more detailed map of the Russian region and then adds new government types, new special Russian abilities, and revised idea groups that include a unique colonization mechanic that is better suited to Russia’s historic cross- ing of Siberia than the current Idea System. The title of the immersion pack comes from a letter written by a Russian monk to the Muscovite Grand Duke Vasili III. For this monk, Muscovy was the final bulwark of Christendom after the fall of Rome and Constantinople, so, naturally, the Orthodox Church plays a big part in this expansion. We have also introduced new government types for the princely states of Russia and the local merchant republics, as well as raising the Tsarist government to its own level, on par with other empires, but a thing with special powers of its own. -
Paradox Interactive AB (Publ) • Org.Nr: 556667-4759 • Västgötagatan 5, 6Th Floor • S-118 27 Stockholm • 1 ANNUAL REPORT 2017
ANNUAL REPOR 2017 omslag Annual Report 2017 *Please note that this is a translation for information purposes only. in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S-118 27 Stockholm • www.paradoxinteractive.com 1 ANNUAL REPORT 2017 Annual Report 2017 TABLE OF CONTENTS 3. ABOUT PARADOX INTERACTIVE 20. FINANCIAL STATEMENTS 4. WORDS FROM THE CEO 21. ADMINISTRATION REPORT 7. THE YEAR IN BRIEF 35. INCOME STATEMENT 7. THE GAMES 36. BALANCE SHEET 8. THE PLAYERS 38. EQUITY CHANGE 9. THE PEOPLE 40. CASH FLOW STATEMENT 10. OTHER INITIATIVES 41. NOTES 11. FINANCIAL DEVELOPMENT 60. AUDITOR'S REPORT 12. PORTFOLIO 12. ACTIVE BRANDS 13. RELEASES DURING 2017 17. COMING RELEASES 18. MARKET 18. THE GLOBAL GAME MARKET 19. THE GAME INDUSTRY VALUE CHAIN Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S-118 27 Stockholm • www.paradoxinteractive.com 2 ANNUAL REPORT 2017 About Paradox Interactive PUBLISHER, DEVELOPER OCH LICENSING The Paradox Interactive group includes publishing and internal development of arm. The development platform is primarily PC, but the company has released games and licensing of White Wolf’s brands. The publishing operation publishes games on console and mobile platforms as well. The largest markets today both internally developed titles and titles developed by independent studios as include the US, UK, Germany, France, Russia and Scandinavia. Today, over 2 well as music and books. The game portfolio includes more than 100 titles and million gamers play a Paradox game each month and the number of Paradox Paradox Interactive owns the most important brands, including Stellaris, Europa registered users exceeds seven million. -
Paradox Interactive Listing Attracts Tencent As Fan and Long-Term Investor
FOR IMMEDIATE RELEASE Paradox Interactive listing attracts Tencent as fan and long-term investor Leading online games publisher and platform to contribute to Paradox’s future journey (May 27, Stockholm) Tencent Holdings Limited, which operates China’s largest social network and online games platform, has subscribed to and been allocated shares in the initial public offering of Paradox Interactive (”Paradox”) on Nasdaq First North Premier. Tencent has been allocated 5.28 million shares at the offering price of SEK 33 per share, and hold 5% equity interest in Paradox Interactive post transaction. Fredrik Wester and Spiltan will continue to be key shareholders in Paradox with 33.3 % and 30.5 % shareholdings, respectively. A long-time fan of Paradox games, Tencent will work to explore opportunities with Paradox to build up the emerging grand strategy, simulation, and story-driven RPG fan bases in China. Tencent has a history of supporting new game genres in China, where it operates globally renowned titles such as League of Legends, Cross-Fire, Dungeon & Fighter, Call of Duty Online, FIFA Online and Need for Speed, as well as many popular locally-developed games. Tencent also has a track record of building strong partnership with game industry leaders, such as Activision Blizzard, Riot Games, CJ Netmarble and Miniclip, via equity investment and support in distribution and operations. Fredrik Wester, CEO and principal owner of Paradox, said: “Tencent approached us as big fans of our grand strategy games and with a genuine interest in Paradox and our onward journey. It has always been very important for us that any partners we bring on board can contribute in a unique and attractive way to Paradox and have a long term commitment to the company. -
View the Manual
Welcome to Rule Britannia uch is made of the unlikeliness of the triumphs of Great Britain in the 18th and 19th centuries. Once a continental power that overawed France, M England fell on hard times by the 15th century. Even the Tudor golden age of English power, when Henry defied popes and Elizabeth defied Spain, were marked by internal division and religious unrest, and the traditions of English freedom were stomped underneath a network of secret informers. But the greatness of Britain is not entirely surprising. Strong nobles usually pro- vided a counter to true absolutism, and the salutary example of Charles I served as a reminder of the ultimate price of running roughshod over the privileges of the English elite. Despite the occasional bloody suppression of northern national spirit, the union between Scotland and England proved a powerful combination. English merchants had easy access to the trade ports of the Netherlands and a location that allowed sailors to take advantage of prevailing currents to the Americas. Most importantly, Great Britain was spared the scorched earth of the continental Religious Wars, and its own periods of disruption were generally shorter and less intense than the Deluge of Poland or the Russian Time of Troubles. It helps to be an island, with a culture of seafaring and ocean battle. Rule Britannia is an Immersion Pack for Europa Universalis IV. It is designed to deepen the experience of playing England or Great Britain, so most of the changes in this pack will heighten gameplay in that region. However, many of the changes are more universal, and will be appreciated by a wide range of nations and play styles.