HACK-Run-Learn Share-Love-Play Code-Create-Draw Make-Design-BE Think-Write-Break Participate-Retry Modify-Dream-Try
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February/March 1995
February/march 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The No Editor Larry O’Brien [email protected] Go Logo Senior Editor Nicole Freeman [email protected] Production Editors Barbara Hanscome [email protected] here may never be a game with a over your home’s Ethernet backbone (that Nicole Claro “Windows ’95 Compatible” logo, is, is it mail-enabled)? Second, can you [email protected] not even from Microsoft. embed an Excel spreadsheet of your Editorial Assistant Diane Anderson Microsoft, by arrogant fiat, has inventory in the middle of your character [email protected] decided that the seemingly literal sheet (that is, does it support OLE 2.0)? Contributing Editors Alex Dunne phrase, with it’s seemingly Do you have a tabbed dialog that walks [email protected] straightforward purpose, should you through the game (that is, do you Chris Hecker [email protected] be held hostage to the whims of have Wizards)? Finally, does it work on a David Sieks Tsome Redmondian marketing genius. different operating system, with a different [email protected] Windows ’95, the new operating system base architecture including a different Wayne Sikes from Microsoft, will roll out later this year tasking model (that is, Windows NT)? [email protected] and, largely due to the bundling agree- In other words, to be “compatible” Editor-at-Large Alexander Antoniades ments Microsoft has with clone makers, with Windows ’95, your game has to be a [email protected] will quickly gain its greatest marketshare mail-enabled, en-Wizarded OLE Server Cover Photography Charles Ingram Photography in the home computer market. -
The Hickston Hog®
Page 6 THE HICKSTON HOG® TM THE HICKSTON HOG® Page 7 PART 1 The Adult Redneck Daily Tuesday, April 1, 1999 WE’RE NOT ALONE! HICKSTON INVADED! A Paranormal Interview With Leonard hick. Ventura: Clones? Are We Being Invaded? You Be The Judge. Leonard: That’s the name.Clones.First clue we got was when a whole pack of Ventura: So, tell us what exactly ‘em tried t’run us down on the happened that day, Mister...uh... roundabout; ya cain’t be none too Leonard: Leonard. Jes’ Leonard. careful ‘bout steppin’ out inta the Ventura: Yeah, okay, Leonard. middle’a the road ‘round these parts, Leonard: It all started when them not even on a good day.Billy Ray warn’t aliens took our pig Bessie. There was the only one they snagged, neither. this light, y’see, an’ then she was gone. Them aliens got aholda the skinny ol’ She was the best hog in the county,too coot from up the hill,‘n’ Sheriff Hobbes — jes’ won $250 at the fair. Me an’ — other folks too, but those were the Bubba, we was on our way home at the worst. Dozens of ‘em all over the place, time.We was pretty well liquored up at armed an’ mean an’ lookin’ around with that point, celebratin’ y’know, an’ then beady lil’ alien eyes.Took a good couple they busted our pickup an’ took her dead-on shots to take ‘em down. away. [pantomimes aiming and firing, with great relish] I tell ya, after the first few Ventura: They...? it was almost fun. -
Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
ARKANSAS FARMWIFE GIVES BIRTH to ALIEN COW BABY! “He Looks Jes’ Like His Real Momma,” Says the Mother by E
Inside THE GAME THAT’S INVADING HICKSTON ® The Adult Redneck Daily Tuesday, April 1, 1997 25 cents ARKANSAS FARMWIFE GIVES BIRTH TO ALIEN COW BABY! “He looks jes’ like his real momma,” says the mother By E. Price For the Hickston Hog HICKSTON, ARKANSAS — Fact or fiction? A rural sheriff’s wife claims that her infant son is actually the result of alien experi- ments conducted upon herself and her family’s livestock. “Them aliens ‘napped our best cow right before Ah dropped this-here young’un,” claims Bertha-Sue Hobbes of the small Southern town of Hickston. “Ah had dreams ‘bout it at the time,lahke they was checkin’ out mah brain. Ah reckon they was lookin’ fur smarts or somepin’, which explains why they left me ‘n’Lester alone. Ah mean, that Suzie was a damn smart cow. “As for baby Earl here, well, mebbe they sorta beamed cow genny-etic stuff COULD YOUR CHILD BE NEXT? — Scientists say that little Earl Hobbes (above) is "genetically part into me from outer space or somethin’. bovine," but we here at the Hog say hogwash! He's half cow and we all know it! See COW BABY,page 12 cials are unable to explain the mass disap- WE’RE NOT ALONE! DISASTER pearance, which also claimed all livestock larger than poultry. “There are signs of some sort of battle STRIKES SMALL all over town —discarded weapons, ammo shells, small craters, smears of SOUTHERN TOWN blood —but there are no bodies and no signs that any bodies were dragged away,” Local community deserted said Sheriff Parmer of nearby Rabbit under mysterious circustances Ridge. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Omer Avital Ed Palermo René Urtreger Michael Brecker
JANUARY 2015—ISSUE 153 YOUR FREE GUIDE TO THE NYC JAZZ SCENE NYCJAZZRECORD.COM special feature BEST 2014OF ICP ORCHESTRA not clowning around OMER ED RENÉ MICHAEL AVITAL PALERMO URTREGER BRECKER Managing Editor: Laurence Donohue-Greene Editorial Director & Production Manager: Andrey Henkin To Contact: The New York City Jazz Record 116 Pinehurst Avenue, Ste. J41 JANUARY 2015—ISSUE 153 New York, NY 10033 United States New York@Night 4 Laurence Donohue-Greene: [email protected] Interview : Omer Avital by brian charette Andrey Henkin: 6 [email protected] General Inquiries: Artist Feature : Ed Palermo 7 by ken dryden [email protected] Advertising: On The Cover : ICP Orchestra 8 by clifford allen [email protected] Editorial: [email protected] Encore : René Urtreger 10 by ken waxman Calendar: [email protected] Lest We Forget : Michael Brecker 10 by alex henderson VOXNews: [email protected] Letters to the Editor: LAbel Spotlight : Smoke Sessions 11 by marcia hillman [email protected] VOXNEWS 11 by katie bull US Subscription rates: 12 issues, $35 International Subscription rates: 12 issues, $45 For subscription assistance, send check, cash or money order to the address above In Memoriam 12 by andrey henkin or email [email protected] Festival Report Staff Writers 13 David R. Adler, Clifford Allen, Fred Bouchard, Stuart Broomer, CD Reviews 14 Katie Bull, Tom Conrad, Ken Dryden, Donald Elfman, Brad Farberman, Sean Fitzell, Special Feature: Best Of 2014 28 Kurt Gottschalk, Tom Greenland, Alex Henderson, Marcia Hillman, Miscellany Terrell Holmes, Robert Iannapollo, 43 Suzanne Lorge, Marc Medwin, Robert Milburn, Russ Musto, Event Calendar 44 Sean J. O’Connell, Joel Roberts, John Sharpe, Elliott Simon, Andrew Vélez, Ken Waxman As a society, we are obsessed with the notion of “Best”. -
WOKSEL Istnieje Inne Podejście Do Grafiki Komputerowej, Jaką Jest Grafika Złożona Z Trójwymiarowych Pikseli, Czyli Wokseli
WOKSEL Istnieje inne podejście do grafiki komputerowej, jaką jest grafika złożona z trójwymiarowych pikseli, czyli wokseli. Ostatnimi laty przeżywała ona renesans dzięki grom takim jak Minecraft, które korzystały z kanciastej stylistyki, upraszczając ją. Czym jest woksel? Woksel (czyli wolumetryczny element obrazu) to trójwymiarowy piksel, który istnieje w odniesieniu do innych i który może mieć reprezentację zarówno w postaci sześcianów jak i również zmienioną na wielokąty. • Voxel to trójwymiarowy piksel • Model objętościowy wiernie oddający strukturę wewnętrzną i kształt zewnętrzny • Wielkie ilości danych • Najdokładniejsze modele Model wykonany z wokseli i wyrenderowany za pomocą sześcianów w programie MagicaVoxel Zaletami tego podejścia do danych graficznych jest między innymi pełna możliwość edycji otoczenia, dokładne odwzorowanie map wysokości oraz brak pewnych problemów, które posiadają obiekty zbudowane na podstawie polygonów (obiekty zbudowane z polygonów są puste w środku). Wadami tego systemu graficznego jest specyficzny wygląd, problematyczna animacja (często wymagająca konwersji modeli złożonych z wokseli na obiekty polygonowe) oraz wysokie zapotrzebowanie na pamięć i moc obliczeniową (przy dużej szczegółowości). Historia wokseli. Jednymi z pierwszymi gier, które używały modeli złożonych z trójwymiarowych pikseli były gry oparte na silniku Kena Silvermana, czyli Build Engine. Np. takie tytuły jak Shadow Warrior oraz Blood. Blood, Monolith Productions – 1997. Build Engine jednak nie był stricte silnikiem wokselowym (był to silnik używający metody ray castingu). Używał jedynie modeli opartych na wokselach. Jednak kolejne aplikacje, które stworzył Ken Silverman, za pośrednictwem swoich kolejnych silników graficznych, były już w pełni złożone z wokseli. Np.: Voxelstein, która pozwała na ograniczoną (przez twórcę gry), dokładną destrukcję otoczenia (woksel po wokselu) z ograniczonym silnikiem fizycznym, oraz o Ace of Spades, która wykorzystywała destrukcję otoczenia w mechanice rozgrywki wieloosobowej. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
Checking for Collisions in a Video Game Is Just Like Doing a Search for a Value in a Given Data Structure
Collision Detection and Response Collision Detection Checking for collisions in a video game is just like doing a search for a value in a given data structure. Instead of using a single value as a key, we are going to use the position and shape of an object together as a key to determine what other objects overlap the object being tested. One big difference here is that testing the equality of keys (testing if the shapes overlap rather than just testing values against each other) is much more computationally expensive as the complexity of your shapes increase. As in traditional data structures, you are going to want to select data structures and sorting schemes for your objects based on how they move and interact with each other to reduce complexity. The original dxframework puts all of its objects into a linked list, then sorts them by their position on the x-axis so it can throw out all objects after the first one in the list that is too far to the right to collide. Determining whether two objects intersect is closely related to how they are represented graphically. The two different ways to represent objects on a computer screen are to use raster or vector graphics. Most three dimensional games use vector representations of objects and the graphics card rasterizes the image to be displayed on the computer screen. Many two-dimensional games that used to represent objects with raster graphics are now using hardware to render images. This allows for flexible video resolutions and scaling for camera zoom effects, but removes your ability to use rasterized images for determining overlap of objects. -
Weapons 11 Blamed for the Death of Her Young Son
Table of Contents The Story So Far... In an age and a region renowned for cruelty and violence, Caleb was legendary Born The Story So Far 2 in western Texas in 1847, he had sealed a reputation as a merciless gunfighter by the Installation 4 age of 17. But it was seven years later when he met Ophelia Price that his hunger for bloodshed took on a menacing new timbre. The Point of the Game 6 She was already well beyond the bounds of sanity when lie found her cowering in Starting a New Game 6 the charred ruins of the burned out homestead where her husband and child had per- ished only days before, it was neither her tattered beauty nor her plight that compelled Configuring the Options 7 Caleb to take her in, however-it was the words he picked out of her virtually incoherent Controlling the Action 8 mumblings. Combat 10 He learned that her husband had attempted to rescind his membership of the dread- ed Cult of Tchernobog and in return cultists had set fire to the house in the night. Episode/Level Structure 11 Ophelia was filled with rage-not at the cult but at her husband, whose cowardice she Weapons 11 blamed for the death of her young son. Ophelia was Caleb's doorway to the Cult and its dark purpose. He could not have Items 14 known that in time he would come to love her, nor that their service to the Cult would Keys and Puzzles 17 find the two of them beloved among the Chosen, elite servants of the dreaming god Tchernobog, the One That Binds, Devourer of Souls. -
Id As Super-Ego: the Creation of Duke Nukem 3D
id as Super-Ego: The Creation of Duke Nukem 3D “What do you think of Quake and its legacy in the history of the game industry?” Ken Silverman: “It’s a huge influence—especially to 3D Realms.” Rene Patnode March 22, 2001 Today’s Games Just Ain’t Right There is absolutely no doubt that id Software’s Doom is the most prominent game created during the period of the first generation of first-person shooters; it more or less defined the genre. There were precursors, of course—Origin’s Ultima Underworld was the first mass-market game to use a first-person three-dimensional perspective and id’s own Wolfenstein 3-D was very popular in its own right. However no other “FPS” game and, more generally, few games in the other genres have had the cultural impact of Doom, then or now. Every FPS game created today, no matter how technologically advanced it is, must bear the weight of being compared to Doom and few games measure up. Everybody looks upon his memories of Doom with nostalgia, and, much like the fact that today’s kids just ain’t right, today’s games just ain’t right. It is no surprise therefore that id Software enjoys a privileged position in the game industry. Every id game since Doom has been on the bestseller list. In fact, the talented few who are allowed to join the ranks of id become gods to the gaming world; in a very real way, they are worshipped. Indeed, id fans frequently refer to John Carmack, lead programmer and one of the founders of id, not as John or Mr. -
Fabien Sanglard
GAME ENGINE BLACK BOOK DOOM FABIEN SANGLARD 1 Copyright In order to illustrate how the DOOM game engine works, a few screenshots, images, sprites, and textures belonging to and copyrighted by id Software are reproduced in this book. The following items are used under the "fair use" doctrine: 1. All in-game screenshots, title screen. 2. All in-game menu screenshots. 3. All 3D sequence textures. 4. All 3D sequence sprites. 5. All screenshots of DOOM. 6. DOOM name. Photographs with "ROME.RO" watermark belong to John Romero and are reproduced with his authorization. DOOM Survivor’s Strategies & Secrets essays are copyrighted by Jonathan Mendoza and reproduced with his authorization. 3 Acknowledgments Many people helped completing this book. Many thanks are due: To John Carmack, John Romero, and Dave Taylor for sharing their memories of DOOM development and answering my many questions. To people who kindly devoted time to the painful proofreading process, Aurelien Sanglard, Jim Leonard, Dave Taylor, Jonathan Dowland, Christopher Van Der Westhuizen, Eluan Miranda, Luciano Dadda, Mikhail Naganov, Leon Sodhi, Olivier Cahagne, Andrew Stine, and John Corrado. To Simon Howard, for not only proofreading but also sending pull requests to the git repo. His efforts saved countless hours at a time where the deadline was concernedly close. To Jim Leonard who once again volunteered his time and encyclopedic knowledge of audio hardware and software (the Roland section was heavily based on his articles). To Foone Turing who volunteered his fleet of 386s, 486s, and ISA/VLB VGA cards to ac- curately benchmark DOOM. To Andrew Stine, founder of doomworld.com, for sharing his encyclopedic knowledge of DOOM and putting me in touch with the right people.