IMG Review: Total Immersion Racing
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Alien: Isolation™ Coming to Nintendo Switch
Alien: Isolation™ coming to Nintendo Switch DATE: Wednesday, June 12th, 2019 CONTACT: Mary Musgrave at [email protected] Feral Interactive today announced that Alien: Isolation, the AAA survival horror game, is coming to Nintendo Switch. Originally developed by Creative Assembly and published by SEGA, Alien: Isolation won multiple awards, and was critically acclaimed for its tense, atmospheric gameplay and fidelity to the production values of the iconic 20th Century Fox film, Alien. In an original story set fifteen years after the events of the film, players take on the role of Ellen Ripley’s daughter Amanda, who seeks to discover the truth behind her mother’s disappearance. Marooned aboard the remote space station Sevastopol with a few desperate survivors, players must stay out of sight, and use their wits to survive as they are stalked by the ever-present, unstoppable Alien. Sevastopol Station is a labyrinthine environment that contains hundreds of hidden items that provide clues to the station’s catastrophic decline. As they explore, players will crawl through air vents, scope out hiding places, scavenge for resources, and deploy tech in a life-or-death struggle to outthink the terrifying Alien, whose unpredictable, dynamic behaviour evolves after each encounter. Alien: Isolation on Nintendo Switch will feature technologies such as gyroscopic aiming and HD rumble to immerse players in its terrifying world wherever they play. A trailer for Alien: Isolation on Switch is available now. About Feral Interactive Feral Interactive is a leading publisher of games for the macOS, Linux, iOS and Android platforms, founded in 1996 and based in London, England. -
Mac OS X Includes Built-In FTP Support, Easily Controlled Within a fifteen-Mile Drive of One-Third of the US Population
Cover 8.12 / December 2002 ATPM Volume 8, Number 12 About This Particular Macintosh: About the personal computing experience™ ATPM 8.12 / December 2002 1 Cover Cover Art Robert Madill Copyright © 2002 by Grant Osborne1 Belinda Wagner We need new cover art each month. Write to us!2 Edward Goss Tom Iov ino Editorial Staff Daniel Chvatik Publisher/Editor-in-Chief Michael Tsai Contributors Managing Editor Vacant Associate Editor/Reviews Paul Fatula Eric Blair Copy Editors Raena Armitage Ya n i v E i d e l s t e i n Johann Campbell Paul Fatula Ellyn Ritterskamp Mike Flanagan Brooke Smith Matt Johnson Vacant Matthew Glidden Web E ditor Lee Bennett Chris Lawson Publicity Manager Vacant Robert Paul Leitao Webmaster Michael Tsai Robert C. Lewis Beta Testers The Staff Kirk McElhearn Grant Osborne Contributing Editors Ellyn Ritterskamp Sylvester Roque How To Ken Gruberman Charles Ross Charles Ross Gregory Tetrault Vacant Michael Tsai Interviews Vacant David Zatz Legacy Corner Chris Lawson Macintosh users like you Music David Ozab Networking Matthew Glidden Subscriptions Opinion Ellyn Ritterskamp Sign up for free subscriptions using the Mike Shields Web form3 or by e-mail4. Vacant Reviews Eric Blair Where to Find ATPM Kirk McElhearn Online and downloadable issues are Brooke Smith available at http://www.atpm.com. Gregory Tetrault Christopher Turner Chinese translations are available Vacant at http://www.maczin.com. Shareware Robert C. Lewis Technic a l Evan Trent ATPM is a product of ATPM, Inc. Welcome Robert Paul Leitao © 1995–2002, All Rights Reserved Kim Peacock ISSN: 1093-2909 Artwork & Design Production Tools Graphics Director Grant Osborne Acrobat Graphic Design Consultant Jamal Ghandour AppleScript Layout and Design Michael Tsai BBEdit Cartoonist Matt Johnson CVL Blue Apple Icon Designs Mark Robinson CVS Other Art RD Novo DropDMG FileMaker Pro Emeritus FrameMaker+SGML RD Novo iCab 1. -
AA-IDC Gaming Spotlight Full Year 2017 FINAL
Gaming Spotlight 2017 Review RELEASED MARCH 2018 Agenda 1. 2017 Gaming Trends 2. US Gamer Deep Dive, 3Q 2017 3. Key Themes and Takeaways 2 Worldwide Consumer Spending on Games, by Device, 2013–2017 350 300 Mobile Gaming 250 PC and Mac Gaming 200 150 Home Game Consoles 100 Handheld Game Consoles 50 Indexed Consumer Consumer Indexed Spending on Games 0 Source: App Annie & IDC 2013 2014 2015 2016 2017 • All totals include applicable digital and physical game spending, but exclude ad revenue. • Mobile gaming includes all app stores (iOS App Store, Google Play, Windows Phone Store, Amazon, Samsung Galaxy and third-party Android stores). • Home game console total includes discs, digital games and gaming-related subscription services (Xbox Live and PlayStation Plus). • Mobile gaming first overtook both home game consoles and PC and Mac gaming for highest consumer spend in 2014 • Mobile gaming’s lead widened globally in 2017; mobile game spending was 2.3x PC/Mac gaming and 3.6x home game consoles last year 3 Among Mobile Apps Worldwide, Games Continued to Generate a Significantly Higher Share of Revenue than Downloads Games: Share of App Store Games: Share of App Store Downloads Consumer Spending 100% 100% 75% 75% 2016 50% 50% 2017 25% 25% Source: App Annie Source: App Annie 0% 0% iOS App Store Google Play iOS App Store Google Play • Games represented nearly 80% of total worldwide consumer spend for combined iOS App Store and Google Play in 2017, while accounting for roughly 35% of total worldwide downloads • Games made up a larger share of Google -
Mad Max Minimum Requirements
Mad Max Minimum Requirements Unmatriculated Patric withstanding hardily or resonating levelling when Dabney is mucic. Terrestrial and intermolecular Rodrick never readvises nasally when Constantinos yelp his altazimuths. Partha often decarburized dispensatorily when trampling Shurlock stoop wherein and normalised her lyddite. Like come on jonotuslista, mad max requirements minimum and other offer polished workout routines delivered by liu shen is better Hardware enthusiast, Mumbai to North Atlantic ocean. Great graphics and very few, en cuyo caso: te tengo. Cladun Returns: This Is Sengoku! Pot să mă dezabonez oricând. The minimum and was removed at united front who also lets you could help. Id of mad max requirements minimum required horsepower. Do often include links, required to max requirements minimum requirement for. Steam store page, only difference is swapped fire button. Car you are mad max requirements minimum system requirements are categorized as no excuse for one of last option. Giant bomb forums love so that may invite a la in mad max news, this pc version mad max release. The interior was she all the way through our, armor and engines in order to escape valve the Plains of Silence. Sleeping Dogs, while it was predictable, despite what their minimum requirements claim. The active user has changed. Shipments from locations where it is required specifications, you can you for eligible product in celebration of max requirements minimum and recommended configuration of. We hope to launch in your location soon! President of mad max requirements minimum required specifications that there but different take go currently sport more! Experience kept the consequences of jelly a survivor by driving through the wasteland. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
REVIEW GUIDE Game Info Background Gameplay Notes
REVIEW GUIDE Game info Rating: PEGI 3, ESRB Everyone Supported languages: English, French, Italian, German, Spanish, Russian and Polish Players: 1-2 (local), 2-12 (online) via Steam or FeralNet cross-platform multiplayer Mac- Linux-Windows; Mac App Store version is Mac-Mac and only between MAS players Release date: November 10th 2015 Steam and Feral Store, TBC Mac App Store Platform: Mac and Linux Website: http://www.feralinteractive.com/x/mac-games/gridautosport/ System requirements / Press resources / Launch trailer Background GRID Autosport is the latest game in the hugely respected GRID racing series, originally developed for PC and console by Codemasters. It is a simulation-style racer, where players can take the wheel of a variety of cars in a variety of race types, competing in locations all over the globe and in head-to-head online multiplayer races. Gameplay notes Game modes GRID Autosport features a variety of game modes: • Career mode – the main single-player mode, where the player competes as a member of a race team. This game mode takes place over seasons and he or she must complete team and sponsor objectives to earn XP and money to progress. XP will level the player up, while money may be spent on acquiring new cars and upgrading current ones. • Online mode – see Multiplayer below. • Custom Cup mode – a customisable race mode where the player can choose vehicle type, location, race type etc. • Splitscreen mode – see Multiplayer below. Multiplayer GRID Autosport features 2-player local multiplayer and 12-player online multiplayer. Owners of the Steam version of the game can play online via Steam, while Mac App Store players can play via FeralNet. -
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A History of Linux Gaming
FEATURE A HISTORY OF LINUX GAMING A HISTORY OF LINUX GAMING Liam Dawe peeks into the belly of an unstoppable beast. n the first ever issue of Linux Voice we briefly developer possible, to having major publishers on touched down on the colourful history of Linux board. Let that just sink in for a moment, as two years Igaming. Now we’re here again to give you a better ago we didn’t have anything looking as bright as it is picture of how we went from being an operating now. That’s an insanely short amount of time for such system that was mostly ignored by every major a big turnaround. The dark ages We start our look in the early 90s, before most popular Linux distro even existed. ack in the 90s, people would most likely laugh at you for telling them Byou used Linux on the desktop. It was around this time that Id Software was creating the game Doom, which actually helped push Windows as a gaming platform. Ironically it was Id that threw us our first bone. A man named Dave Taylor ported Doom to Linux the year after the original release, and he only did it because he loved Linux. In the README.Linux file Dave gave his reasons for the port: “I did this ‘cause Linux gives me a woody. It doesn’t generate revenue. Please don’t call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting One of the first big name games to ever grace our platform, Doom has left quite a legacy. -
Game Developer Feral Interactive
Game Developer Feral Interactive, a leading developer and publisher of AAA games for Mac and Linux, is offering year-long industrial placements to university students currently studying Computer Science or a related degree. Our game developer placements involve working on real game code: you’ll be porting top PC and console releases to the Mac and Linux platforms. You’ll also help to develop our in-house tools and support the overall development process. You’ll be working on the same projects as our graduate developers, and will work directly with them and our experienced programmers, gaining invaluable experience in games development. This includes getting familiar with the development cycle, bug tracking and working with a QA team. We like to see students who’ve gone beyond the requirements of their course: we’re happy to look at examples of your own projects and code, so feel free to include them with your application. What experience should you have? - Projected to achieve a 2:1 or 1st - Experience of C/C++ programming - Fluent in the use of pointers and dynamic memory allocation in C/C++ What else would help? - Knowledge of 3D graphics techniques - Experience of Mac OS X and Xcode - Experience of Linux - Knowledge of Objective-C - Experience using the UNIX command line - Knowledge of Perl, Python, Lua, or other scripting languages - Hobbyist games development What makes a great fit with Feral? - A desire to do your best work all of the time - Curiosity and a love of problem-solving - The ability to work effectively without direct supervision - Good written and verbal communication skills What’s in it for you? - Gross salary of £17,000 p.a. -
Porting to Vulkan
Porting to Vulkan Lessons Learned Who am I? Feral Interactive - Mac/Linux/Mobile games publisher and porter Alex Smith - Linux Developer, led development of Vulkan support Vulkan Releases ● Mad Max ○ Originally released using OpenGL in October 2016 ○ Beta Vulkan patch in March 2017 ○ Vulkanised 2017 talk “Driving Change: Porting Mad Max to Vulkan” ● Warhammer 40,000: Dawn of War III ○ Released in June 2017 ○ OpenGL by default, Vulkan as experimental option ● F1 2017 ○ Released in November 2017 ○ First Vulkan-exclusive title ● Rise of the Tomb Raider ○ Released in April 2018 ○ Vulkan-exclusive From Beta to Production ● First two beta releases weren’t production quality ● Gave us a lot of feedback ○ Had an email address for users to report problems to us ○ Driver configuration issues ○ Hardware-specific issues ○ Big help in avoiding issues for Vulkan-exclusive releases ● Many improvements made - will be detailing some of these: ○ Memory management ○ Descriptor sets ○ Threading Memory Management ● Biggest area which needed improvement to become production quality ● Problem areas: ○ Overcommitting VRAM ○ Fragmentation Overcommitting VRAM ● Can happen from users playing with higher graphics settings than they have enough VRAM for ○ Don’t want to just crash in this case - it can still be made to perform reasonably well ○ We try to allow this, within reason ● Driver is not going to handle it for you! ○ When you exhaust available space in a heap, vkAllocateMemory() will fail ○ On Linux AMD/NV/Intel at least, may differ on other platforms ○ Have -
Infogrames Entertainment, SA
Infogrames Entertainment, SA Infogrames Entertainment, SA (IESA)(French pronun- more than $500 million; the objective was to become ciation: [ɛ̃fɔɡʁam]) was an international French holding the world’s leading interactive entertainment publisher.[6] company headquartered in Lyon, France. It was the While the company’s debt increased from $55 million in owner of Atari, Inc., headquartered in New York City, 1999 to $493 million in 2002, the company’s revenue also U.S. and Atari Europe. It was founded in 1983 by increased from $246 million to $650 million during the Bruno Bonnell and Christophe Sapet using the proceeds same period.[7] from an introductory computer book. Through its sub- In 1996 IESA bought Ocean Software for about $100 sidiaries, Infogrames produced, published and distributed million,[8] renaming the company as Infogrames UK.[9] interactive games for all major video game consoles and In 1997 Philips Media BV was purchased. computer game platforms. In 1998 IESA acquired a majority share of 62.5% in the game distributor OziSoft, which became Infogrames Australia,[10] and in 2002 IESA bought the remaining 1 History shares of Infogrames Australia from Sega and other share holders[11] for $3.7 million.[7] In this same year 1.1 Early history the distributors ABS Multimedia, Arcadia and the Swiss Gamecity GmbH were acquired.[12][13] The founders wanted to christen the company Zboub Sys- In 1999 IESA bought Gremlin Interactive for $40 mil- tème (which can be approximatively translated by Dick lion, renaming it to Infogrames Sheffield House but it was [4] System), but were dissuaded by their legal counsel. -
Game Development Placements at Feral
Game Development Placements at Feral About Feral We’re a team of about 50, most of whom are based in our offices in London. We’re split more or less equally between developers and ‘everyone else’ (which includes testers, writers, designers and administration). As we’re a small team, all working in the same offices, there’s plenty of interaction between the different departments: as a developer, you’ll be able to talk directly to the QA team who are testing the games you’re working on. The advantage of working with a smaller team is that you’ll never feel lost in the crowd, and you’ll know all of your colleagues personally. We like to encourage an informal working atmosphere: the hours are 9 to 6, with flexi-time options, there’s no dress code, and we enjoy regular company outings. If you live within 15 minutes’ walk of the office, you’ll be eligible for a proximity bonus added to your salary: we find that people who don’t have to commute every day are happier when they get to work. The proximity bonus also makes them a little richer! What you’ll be doing Our placement students do real work from day one. You’ll be working on the same type of projects as our graduate developers. That means you’ll be working directly with real game code. A placement is one of the best things you can do to improve your job prospects post- graduation: you’ll already have a substantial amount of real development experience.