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Shading in Valve's Source Engine
Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2006 Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11 8.1 Introduction Starting with the release of Half-Life 2 in November 2004, Valve has been shipping games based upon its Source game engine. Other Valve titles using this engine include Counter-Strike: Source, Lost Coast, Day of Defeat: Source and the recent Half-Life 2: Episode 1. At the time that Half-Life 2 shipped, the key innovation of the Source engine’s rendering system was a novel world lighting system called Radiosity Normal Mapping. This technique uses a novel basis to economically combine the soft realistic 9 [email protected] 10 [email protected] 11 [email protected] 8 - 1 © 2007 Valve Corporation. All Rights Reserved Chapter 8: Shading in Valve’s Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve’s recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For example, in the fall of 2005, we shipped an additional free Half- Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine. -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Smod, Coolest HL2 Mod Ever! - Facepunch Studios 1/28/2015
Smod, Coolest HL2 Mod ever! - Facepunch Studios 1/28/2015 NOV DEC FEB http://forums.facepunchstudios.com/showthread.php?t=148509 Go Close 14 captures 25 22 Dec 06 - 28 Sep 11 2006 2007 2009 Help Facepunch Studios > Facepunch Studios > General Discussion Username: User Name Remember Smod, Coolest HL2 Mod ever! Password: Log in Rules IRC Log Custom Forums Archive Steam Group More.. Register Page 1 of 165 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 51 101 > Last » Thread Tools 11/09/05 Post #1 JoshuaC Courtesy of luigi1107 Feb 2005 5196 Smartness ------------------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------------------------------------------------------------- The old SMOD thread was losing steam, so I decided to create a brand new thread for this brilliant mod, containing everything you need to know from weapons to console commands. ------------------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------------------------------------------------------------- - This section will contain eveything you need to know about SMOD itself, not the features. SMOD Site: - http://www.geocities.jp/faster_down/smod_bak/ Current Version: - 36b - This section will tell you what weapons are in the current version. - Crowbar - Gravity Gun - Physgun - Gordon's Magical Stick - Strider Cannon - Shovel - 9MM -
From Voodoo to Viruses: the Evolution of the Zombie in Twentieth Century Popular Culture
From Voodoo to Viruses: The Evolution of the Zombie in Twentieth Century Popular Culture By Margaret Twohy Adviser: Dr. Bernice Murphy A thesis submitted in partial fulfilment of the Degree of Master’s of Philosophy in Popular Literature Trinity College Dublin Dublin, Ireland October 2008 2 Abstract The purpose of this thesis is to explore the evolutionary path the zombie has followed in 20th Century popular culture. Additionally, this thesis will examine the defining characteristics of the zombie as they have changed through its history. Over the course of the last century and edging into the 21st Century, the zombie has grown in popularity in film, videogames, and more recently in novels. The zombie genre has become a self-inspiring force in pop culture media today. Films inspired a number of videogames, which in turn, supplied the film industry with a resurgence of inspirations and ideas. Combined, these media have brought the zombie to a position of greater prominence in popular literature. Additionally, within the growing zombie culture today there is an over-arcing viral theme associated with the zombie. In many films, games, and novels there is a viral cause for a zombie outbreak. Meanwhile, the growing popularity of zombies and its widening reach throughout popular culture makes the genre somewhat viral-like as well. Filmmakers, authors and game designers are all gathering ideas from one another causing the some amount of self- cannibalisation within the genre. 3 Table of Contents Introduction 4 Chapter One 7 Evolution of the Dead Chapter Two 21 Contaminants, Viruses, and Possessions—Oh my! Chapter Three 34 Dawn of the (Digital) Dead Chapter Four 45 Rise of the Literary Zombie Conclusion 58 Bibliography 61 4 Introduction There are perhaps few, if any fictional monsters that can rival the versatility of the humble zombie (or zombi)1. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Emotions in Play: on the Constitution of Emotion in Solitary Computer Game Play Olli Tapio Leino
Emotions In Play: On the constitution of emotion in solitary computer game play olli tapio leino This dissertation is submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. Title: Emotions in Play: On the constitution of emotion in solitary computer game play. Candidate: Olli Tapio Leino Ben Websters Vej 14-2-7 2450 Copenhagen SV Denmark +45 266 32705 [email protected] Supervisor: Espen Aarseth Abstract Computer games contribute to their players' emotions in diverse ways, ranging from sheer exhilaration to anger and disillusion. Our ability to enjoy computer game play that involves genuine intense emotions which in other contexts would be easily deemed as \negative" suggests that there is something in the ways in which we make sense of computer games that separates gameplay from other activities we engage in. Focusing on single-player computer games and situating within the emerging field of computer game studies, this dissertation starts from the assumption that emotions are always already intertwined with the experience of play and proceeds to describe, not any idiosyncratic emotional experience, but the means by which games can ensure their contents to be involved in players' emotions. Emotions are taken as intentional, as always about something. From this premise follows that to understand an emotion it is necessary to understand the reasons the subject has for relating to the object of the emotion in the particular way. Building on game studies, existential phenomenology, and philosophy of technology, this dissertation postulates a first-person perspective from which to describe solitary computer game play and the emotions it involves in terms of their experienced significance. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
After 12 Years in Charge, Superintendent to Retire June 30
The EST. 2009 JANUARY 2020 FIFTY CENTS STUDENT NEWSPAPER of BOONE COUNTY HIGHR SCHOOL EBELLION SPORTS B4 CHEER WINS STATE Cheerleaders dominating season continues with two regional titles and a state championship RRobertButler The Rebels Small Varsity Cheer team won the KHSAA State Championship, Dec. 14, at All Tech Arena in Lexington, KY. The Rebels posted a final score of 96.1 and beat second place Pikeville by more than six points. This win highlights the Rebels dominant run so far this season. Before winning state, they had al- ready won two regional tourna- ments and a state wide tournament. Head coach Michelle Schuster says that there is a lot of pressure being reigning national champs. She hopes that after their state champi- onship they can place top three at nationals later this season. “I am proud of how this team has handled the pressure. They con- tinue to be humble and persevere,” Schuster said. Seniors Ashtyn Fangman, Lanie Fangman, and Madi Monroe all recognize the pressure that comes with winning the national championship, but they say that their team possesses a unique drive and work ethic that allows them to outperform their opponents. MorganDaniels/REBELLIONSTAFF “The best part of being a part of the varsity team this year is that The Rebel small varsity squad emerges for their routine at the KHSAA Region 5 Championship at Boone County High School on Nov. 23. They we have a team that is willing to do eventually went on to win the regional championship that secured their spot in the state tournament. -
Peaces Like Us Walkthrough
PLANETPHILLIP FINISHING HALF -LIFE IS JUST THE BEGINNIN G! PEACES LIKE US WALKTHROUGH by RideFlame Peaces Like Us Walkthrough CONTENTS Contents ..................................................................... 2 Introduction ............................................................... 2 Basic Mod Information ............................................. 2 The Walkthrough ....................................................... 3 What Is a Purpose…? ................................................. 4 I Don’t Forgive ........................................................... 5 The Chase ................................................................... 8 Xen Teleport System ................................................. 9 Another World .......................................................... 11 Counter Attack! ........................................................ 14 Annotations .............................................................. 15 INTRODUCTION This walkthrough is for Peaces Like Us, a Single Player Half-Life Mod. The author of the text is RideFlame, and it is republished here with her express permission. Gilfrarry supplied the screenshots and annotations. BASIC MOD INFORMATION . Released: 30 April 2000 . Author: Koumei Satou . Link: PlanetPhillip.com Peaces Like Us for Half -Life — a PlanetPhillip.com walkthrough Page 2 of 15 THE WALKTHROUGH It is 4:30 AM, you sit up in bed… You can hear a vortigaunt somewhere near by. Climb down the ladder at the side of your bed and you are in a room with some lockers and a -
Half Life 2 Episode One
Half life 2 episode one click here to download Half-Life 2 has sold over 4 million copies worldwide, and earned over 35 Game of the Year Awards. Episode One is the first in a series of games that reveal the. Half-Life 2: Episode One (stylized as HλLF-LIFE2: EPISODE ONE) is a first- person shooter video game, the first in a series of episodes that serve as the sequel. Half-Life 2: Episode One is the first of a trilogy of expansion packs/episodes for the first-person shooter game, Half-Life 2. The episode takes place. Chapter Page 1 // Page 2. Grab the gravity gun from Dog and then wait for Alyx to leap to the upper level. To follow her, use the gravity gun. Kick start your episodic adventure the right way and tear through Half-Life 2: Episode One's challenges. Whether you've seemed to reach a. Half-Life® 2: Episode One is the first in a series of new adventures created by Valve that extends the Half- Life® 2 single player experience. Stepping into the. It's time to escape City 17, and GameSpot's Walkthrough to Half Life 2: Episode One is here to help. Directed by Robin Walker. With Robert Guillaume, Robert Culp, Louis Gossett Jr., Michelle Forbes. Gordon Freeman and Alyx Vance must escape City Half Life 2: Episode One continues the scripted excellence of its predecessor, Half Life 2. This AAA production features top- notch voice acting. Product description. Half-Life 2: Aftermath brings you the new adventures of Gordon Freeman and his able sidekick Alyx. -
The Rise and Fall of Introversion Software
Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games. -
By Joseph Mckay Thesis Advisor Adrienne Jones
The Evolution of First Person Shooters An Honors Thesis (HONRS 499) By Joseph McKay Thesis Advisor Adrienne Jones I Ball State University Muncie, Indiana December 2003 December 21, 2003 Abstract: Video games have become an integral part of popular culture over the past decade. Gaming is surpassing TV and film as a favorite pastime. Last year the gaming industry made 9.4 billion dollars in revenue. Despite the enormous draw of video games, they aren't given the prestige and academic attention that film receives. This thesis covers the evolution of the First Person Shooter from game genre conception to its present state in order to demonstrate the validity of studying the video game medium. Since its beginning in 1992, the First Person Shooter has had a tremendous impact on game development. The genre has consistently been at the forefront of cutting edge technology and continues to revolutionize the way games are played and viewed. Acknowledgments: I would like to thank my advisor, Adrienne Jones for her constant support and advising throughout the duration of this thesis. Without her help I would have never been able to put my passion into writing. I would also like to thank my friends Evan, Amanda, Stephanie, David and, Jefffor sticking by, dealing with my gaming rants, and imparting their knowledge. Table of Contents Introduction ................... The First Person Shooter Chapter I ....................... Birth of a Genre Chapter 2 ...................... The Father of the FPS has Arrived Chapter 3 ....................... The Clone Wars Part I Chapter 4 ....................... Established Dominance Chapter 5 ....................... Unreal Competition Chapter 6 ....................... The Future is Now Chapter 7 ......................