Top 2D Game Engines
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Easing the Creation Process of Game for the Non
ISSN 2186-5647 −日本大学生産工学部第47回学術講演会講演概要(2014-12-6)− 2-85 Easing the Creation Process of Game for the Non-Programmers: An GUI Application for Teaching Art Students China University of Technology ○Leon Deng-Teng SHIH China University of Technology Ching-Yueh TSENG 1. Introduction learning task that meets their individual This paper evaluates the current needs. Game making has the potential to development of GUI Game Engine and play as a role of the powerful learning presents an overview of some of its environment, since it offers students application to merging game art design and practical opportunities to exercise multiple programming, especially in the teaching skills like level design, characters design, field. The implementation of GUI Game visual design, story telling to accomplish a Engine can help to transform the art complex digital creation. creations into interactive multimedia design, This study goes beyond the educational and this is crucial and attractive to art potential of playing games to consider the designer and students. A number of game benefit of making games in teaching engines have come up that can be used to environment. As the process of making facilitate efficient Human Computer games includes playing games to test the Interaction (HCI) and game development. outcome, therefore it can also be linked By expanding the user types and market with developing skills of problem solving, segmentation to non-programmer, GUI decision-making, cooperation, and art Game Engines achieve their business design. successes in game developer market. Developing a deeper understanding However, the application of GUI Game about the computing knowledge and being Engine is still lacking research work able to manipulate digital skills to create concerned with the connections among art graphics, animation, and games has design and game development. -
STEM Student's Guide: Learning to Code and Design Video Games
Log In A STEM Student's Guide: Learning to Code and Design Video Games For many, video gaming is not only a hobby but a passion. But while playing video games is fun, you could also consider taking things a step further and becoming a game developer someday. There are a lot of di!erent ways to get involved in game design, but one of the most useful skills in this "eld is the ability to code. Anyone can learn to code and create video games, and there are all sorts of free resources online that can help. The two main roles for people who create video games are designers and programmers, but often, their responsibilities will overlap. While there are many di!erent types of video games in the world, all of them are created with the same basic process. Brainstorming A game designer should "rst come up with a basic concept for their game. It's helpful to keep a list of ideas written down somewhere, whether this is on paper or in an app. Next, you'll need to think about the di!erent abilities and actions possible for each character, the mood and tone of the game, and the story that will hold it all together. When thinking of the game's mood, it's essential to consider visual and audio e!ects and the overall aesthetic you're going for. Think about color, shape, and space, and keep in mind that the look of your game should be both unique and functional. While brainstorming new games, designers should keep in mind that they will often go through many ideas that do not work out before "nding one that works. -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Platform for Educational Games Generation
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Supervisor: Ana Cristina Ramada Paiva September 15, 2015 © André Gomes Barbosa, 2015 Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Approved in Public Examination by the Jury: President: João Carlos Pascoal Faria External examiner: João Miguel Fernandes Supervisor: Ana Cristina Ramada Paiva ____________________________________________________ September 15, 2015 Abstract The development of games for education is a growing area of research. Over the past few years, studies point out that the use of games as a supplement to traditional learning can be much more efficient and motivational than just using the traditional teaching method. These are called serious games. This work aims to improve a previous game developed to learn software testing, having the contents of the game are loaded from a XML file which would be separated from the game implementation. The game itself, iLearnTest, consists of several challenges which cover various themes regarding software testing learning. Since the content is saved to and loaded from a separate file from the game implementation, it becomes easier to create and edit new levels or even new games for diferent topics, simply by editing a XML file. This new approach turns iLearnTest into a framework rather than a game in the sense that it is possible to use the same game(s) as templates for the learning process of a variety of themes. Resumo O desenvolvimento de jogos para a educação é uma área de pesquisa em crescimento. -
A Game Engine Designed to Simplify 2D Video Game Development
A Game Engine Designed to Simplify 2D Video Game Development Miguel Chover ₁ Carlos Marín ₂ ₅ Cristina Rebollo ₃ Inmaculada Remolar ₄ Institute of New Imaging Technologies - Universitat Jaume I. Castellón. Spain. ₁ [email protected] ₂ [email protected] ₃ [email protected] ₄ [email protected] ₅ Corresponding Author. E-mail: [email protected]. Phone Number: +34 616 29 76 65 Abstract In recent years, the increasing popularity of casual games for mobile and web has promoted the development of new editors to make video games easier to create. The development of these interactive applications is on its way to becoming democratized, so that anyone who is interested, without any advanced knowledge of programming, can create them for devices such as mobile phones or consoles. Nevertheless, most game development environments rely on the traditional way of programming and need advanced technical skills, even despite today’s improvements. This paper presents a new 2D game engine that reduces the complexity of video game development processes. The game specification has been simplified, decreasing the complexity of the engine architecture and introducing a very easy-to-use editing environment for game creation. The engine presented here allows the behaviour of the game objects to be defined using a very small set of conditions and actions, without the need to use complex data structures. Some experiments have been designed in order to validate its ease of use and its capacity in the creation of a wide variety of games. To test it, users with little experience in programming have developed arcade games using the presented environment as a proof of its easiness with respect to other comparable software. -
Game Engines
Game Engines Good for Prototypes and kids Scratch http://scratch.mit.edu/ Alice http://www.alice.org/ Kodu http://www.kodugamelab.com/ Game Salad http://www.gamesalad.com/ Gamemaker Studio http://www.yoyogames.com/gamemaker/studio 3D Engines Unity 3D http://www.unity3d.com/ Unreal Engine http://www.unrealengine.com/udk/ Torque 3D http://www.garagegames.com/products/torque-3d Flash based Engines Push Button https://github.com/PushButtonLabs/PushButtonEngine Flixel http://flixel.org/ General programming resources Railsbridge Free workshops in Ruby and Rails for women and their friends http://workshops.railsbridge.org/ Skillcrush Daily email with intro to web and computer topics, tutorials soon. http://www.skillcrush.com/ Code Academy Javascript, html, css, ruby and python http://www.codecademy.com/ Hackity Hack Teaches ruby http://www.hackety.com/ Code Avengers Javascript, html/css http://www.codeavengers.com/ Udacity Online college level courses with an intro to computer science course http://www.udacity.com/ Coursea Online college level course in all sorts of subjects https://www.coursera.org/ Git Hub All sorts of code lives here! https://github.com Processing A simple yet powerful programming language for images, animation and interaction. Lots of great example code. http://www.processing.org/ Game Studios in Madison, WI Raven Software (Activision Blizzard) http://ravensoft.com/ Human Head http://www.humanhead.com/ Filament Games http://www.filamentgames.com/ PerBlue http://www.perblue.com/ Ronin Studios http://www.roninsc.com/ Three -
Performance and Architecture Optimization in an HTML5-Based Web Game
Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development. -
Development of a 2D Lateral Action Videogame for Android Platforms
Escola Politècnica Superior Universitat de Girona Development of a 2D lateral action videogame for Android platforms. Desenvolupament d’un videojoc d’acció lateral per a plataformes Android. Projecte/Treball Fi de Carrera GEINF. Pla 2016 Document: Memòria Autor: Robert Bosch Director: Gustavo Patow Departament: Informàtica, Matemàtica Aplicada i Estadística Àrea: LSI Convocatoria: JUNY/2016 Contents 1 Introduction6 1.1 Introduction . .6 1.2 Personal motivations . .7 1.3 Project motivations . .7 1.4 Project purposes . .7 1.5 Objectives . .7 1.6 Structure of this memory . .8 2 Feasibility study9 2.1 Resources needed to develop this project . .9 2.1.1 Developer requirements . .9 2.1.2 Player requirements . .9 2.2 Initial budget . 10 2.3 Human resources . 10 2.4 Technological viability . 11 2.4.1 Economic viability . 11 2.4.2 Human costs . 11 2.4.3 Equipment costs . 11 2.4.4 Total costs . 11 3 Methodology 12 4 Planning 14 4.1 Working plan . 14 4.2 Planned tasks . 14 4.2.1 Planning . 14 4.2.2 Learning . 14 4.2.3 Implementation . 14 4.2.4 Verification . 15 4.2.5 Documentation . 15 4.3 Estimated scheduling . 16 4.4 Expected results of every task . 17 4.4.1 Planning . 17 4.4.2 Learning . 17 4.4.3 Implementation . 17 4.4.4 Verification . 17 4.4.5 Documentation . 17 5 Framework 18 5.1 Videogame engines . 18 5.2 Examples of videogame engines . 18 5.2.1 Unreal Engine . 18 2 Contents Contents 5.2.2 CryEngine . 19 5.2.3 GameMaker . -
Retaliation Lawsuit Hits SJSU, CSU
Tuesday, Volume 156 April 27, 2021 No. 35 SERVING SAN JOSE STATE UNIVERSITY SINCE 1934 WWW.SJSUNEWS.COM/SPARTAN_DAILY Retaliation lawsuit hits SJSU, CSU By Christina Casillas & Stephanie Lam email that stated the external investigation concluded ILL USTR STAFF WRITER & ASSISTANT NEWS EDITOR the recent and previous misconduct cases ATI ON BY are substantiated. “To the affected student-athletes and NICK YB A lawsuit filed against San Jose State and California State their families, I apologize for this breach ARR University officials was brought to light just after SJSU released of trust,” Papazian stated in the email. A its first public statement admitting wrongdoing for not “I am determined that we will learn thoroughly investigating sexual misconduct allegations against from the past and never repeat it.” the university’s former sports medicine director. Mashinchi said for a Swimming and diving head coach Sage Hopkins filed suit in “better understanding of the March 2021 to the Santa Clara County Superior Court against situation,” a frequently asked administrators including current Athletic Director Marie Tuite questions (FAQ) document for retaliating against him after ignoring his claims against Scott will be posted on the SJSU Shaw, according to the 93-page court documents obtained by For Your Information the Spartan Daily. webpage this week that Hopkins wrote a letter to SJSU President Mary Papazian details the December 2019 two months ago stating the administration has been trying to investigation. silence him, according to a Sunday Mercury News article. Mashinchi said the “Your administration attempted to bully and silence me in FAQ page will also explain a revolting and abusive attempt to silence the victims of Scott why a Title IX Procedural Shaw and protect those administrators’ roles in the cover-up Response Investigation is and enabling of this abuse,” Hopkins wrote in the letter. -
USS Inferno Celebrates 5 Years in STARFLEET
STARFLEET Communiqué Issue Number 152, April/May, 2009 A newsletter publication provided for members of STARFLEET, The International Star Trek Fan Association, Inc. table of contents Carolyn “CZ” Zimdahl (March 1, 1958 - March 29, 2009) STARFLEET Communiqué Eulogies, Tributes, and Memories from numerous STARFLEET friends 3 Number 152 Report from the Commander, STARFLEET by FADM Sal Lizard 5 Report from the Vice-Commander, STARFLEET by VADM Dave Blaser 6 Publisher: Jonathan Lane Communications Report by COMM Jon Lane 7 Editor-in-Chief: Prasith Kim-Aun, DMD Operations Report by RADM Jerry Tien 9 Content Editor: Dennis Rayburn Computer Operations Report by COMM John Halliday 10 Layout: Prasith Kim-Aun, DMD Report from the Chief Financial Officer by COMM Michael Stein 11 Front Cover Layout and Photos: Jon Lane Shakedown Operations Report by RADM Warren Price 12 Proof Readers: Jon Lane and Alex Rosenzweig Academy News by ADM Peg Pellerin 13 Ask “Deep Trek” - #004 by COMM George Flanik 14 ECAB Report by VADM Dave Blaser 15 Published by: Newsletter Contest - Announcement and Rules by MGN Dennis Rayburn 16 STARFLEET, USS Niagara Celebrates 6 Years in STARFLEET by LT Jeffrey Scott Triz 17 The International Star Trek Fan Association, Inc. PO Box 291 Donations Needed by CAPT Reed Livingston Bates 17 North Hampton, NH 03862 The Origin of the Term “Ship of the Line” by CMDR George Flanik 18 USS Republic: St. Patrick’s Parade and Fundraising by CAPT Eric L. Watts 18 Send submissions via e-mail to STARFLEET Quartermaster - Stuff for Sale by ADM Pete Mohney 19 [email protected] Flag Officer Promotions by ADM Linda Kloempken 19 ...or any written papers to the address above.