Kynapse User Guide

Total Page:16

File Type:pdf, Size:1020Kb

Kynapse User Guide SDK Release 3.8 Published Friday, June 24, 2005 Copyright © 2000-2005 Kynogon S.A. All rights reserved. Kynapse powered by Kynogon SDK Contents Kynapse User Guide 5 Introduction 6 Getting started 7 What is Kynapse? 8 Purpose of Kynapse 9 Design philosophy 10 Kynapse specs 11 Using this documentation 13 Typographic conventions 14 Finding information 15 Programming Guide 16 Kynapse 3.7 to Kynapse 3.8 migration guide 17 Getting started with Kynapse 18 Fundamental principles 19 Behaviors 20 How behaviors are generated 21 Kynapse architecture 22 Architectural overview 23 Kynapse layout 25 Simulation engine integration 26 Main objects 27 AI engine 28 AI world 29 Entities and entity attributes 30 Actions and action attributes 32 Brains 33 Agents 35 Services 36 Teams 38 Pathfinding constraints 39 Pathfinding heuristics 40 Pathobjects 41 Main data structures 43 Resources data structures 44 PathData 45 Pathways 47 Configuration data structures 48 AI engine configuration parameters (CParamBlock) 49 AI world definition 50 Entity definition 51 Core management 52 Time management 3 Kynapse powered by Kynogon SDK Exact time measurement 55 Deterministic time measurement 56 Time management sample code 57 Memory management 59 Object management 62 Data management 63 Initializing, updating and terminating Kynapse 65 Overview 66 Initializing Kynapse 67 Updating Kynapse 69 Terminating Kynapse 70 Kynapse coordinate system 71 Using Kynapse standard components 72 Creating and customizing Kynapse components 73 Configuring Kynapse 74 Generating pathdata 75 Common topics 76 Integration helpers 77 Tools 78 Reference 79 Glossary 4 Kynapse powered by Kynogon SDK Kynapse user guide Welcome to the Kynapse 3.8 user guide (online LIMITED version)! New to Kynapse? If you're new to Kynapse you should start reading: • The introduction (p.6). (Available) • What is Kynapse? (p.8) (Available) • Getting started with Kynapse (p.18). (Available) Already with previous versions of Kynapse? Learn about migrating from Kynapse 3.7 to Kynapse 3.8 (p.17) (Not available) User guide content The API Reference contains the following sections: • Introduction (p.6): introduction to Kynapse and the Kynapse user guide. (Available) • Programming guide. (p.16) (Available) • Getting started with Kynapse (p.18): introduction to the Kynapse design philosophy. (Available) • Using Kynapse standard components (p.17): basic use of Kynapse. (Not available) • Creating and customizing Kynapse components (p.17): advanced use of Kynapse. (Not available) • Configuring Kynapse (p.17): to quickly set up Kynapse. (Not available) • Generating path data (p.17): learn everything about Kynapse data generation process. (Not available) • Common topics (p.17): learn how Kynapse can be used for implementing typical game behaviours. (Not available) • Integration helpers (p.17): to quickly and easily integrate Kynapse. (Not available) • Tools (p.17): discover Kynapse tools. (Not available) • Reference (p.17): standard C++ reference doc. (Not available) 5 Kynapse powered by Kynogon SDK Introduction Welcome to the Kynapse User Guide. Kynapse is a powerful AI library. This user guide is aimed at helping newcomers to Kynapse become familiar with the product. Kynapse is the result of many years of development, which began in 2000. The power and flexibility of the product has been increased with every release. Kynapse is a multi-platform Application Programming Interface (API), which is constantly being improved and updated to keep it at the cutting edge of AI. If you are new to Kynapse, it is strongly suggested that you read this user guide as you go along to acquaint yourself with its operation. If you have already been using Kynapse for a while, you can also find a lot of help here. The user guide is written by the people who created the library, so you can gain new insights, tricks and tips. Additionally it has been revised and expanded to cover all the latest new technology. Read these sections if you are new to Kynapse. • Getting started (p.7) • Using this documentation (p.13) 6 Kynapse powered by Kynogon SDK Getting started You should read this section if you are new to Kynapse. • What is Kynapse? (p.8) • Purpose of Kynapse (p.9) • Design philosophy (p.10) • Kynapse specs (p.11). 7 Kynapse powered by Kynogon SDK What is Kynapse? An AI SDK Kynapse is an AI (Artificial Intelligence) SDK. It is used by programmers to create real-time AI applications, such as computer games and simulations. Multi-platform Kynapse is a multi-platform, portable API that allows high level functionality to be achieved on all platforms, with platform specific optimizations to get the best from the hardware pipelines. Kynapse is available for Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube and Microsoft Windows. Customizable Kynapse has a component-based approach to its architecture based around a small-footprint, thin-layer highly-optimized core library, supplemented by a number of customisable components. This component mechanism is fully exposed. You can write components or extend existing ones, for your own requirements - in fact you are encouraged to do so, as we do not claim to have thought of everything! 8 Kynapse powered by Kynogon SDK Purpose of Kynapse From a general perspective, a game can be structured as follows: Typically, the game is built around a game engine that is the core of the game application. This game engine manages all aspects of a game (interface, rendering, network, and so on) and is fed with data (such as images, 3D models, sounds, and so on. Here is a brief description of these key elements: 3D graphics engine What the user can see on his screen. Physics engine How 3D models in the simulation react to gravity, collisions, friction, and so on. Sound engine What the user can hear from the simulation. Interfaces How the player can interact with the game. Network How the player can share their simulation experience with other players. AI behavior All objects that are expected to have a living behavior and that are not controlled by the player can be managed via Kynapse. This includes advanced perceptions handling, decision taking, complex pathfinding, high level behaviors (such as flee, hide, attack), and so on. There is an exhaustive list of Kynapse specifications (p.11). 9 Kynapse powered by Kynogon SDK Design philosophy The design brief for Kynapse was to create an AI library that would perfectly match game designers AI needs and bring an easy-to-use but powerful collection of tools and functionalities to developers. We have tried hard to make sure the library is the most powerful multi-platform AI library available. Performance CPU and memory performance was one of the main concerns when designing Kynapse. The core algorithms have been designed with this in mind, and many tuning opportunities are exposed to the developer for customizing memory and CPU management. Easy integration process The number and complexity of connection points between client game engines and Kynapse have been minimized. This way, integration process and SDK evaluation can be very straightforward. Platform independent development Kynapse has been designed to let you get the most out of all the supported platforms with no compromises. APIs are provided which expose low-level features and optimisation opportunities to the developer, so the best performance can be obtained for your projects. 10 Kynapse powered by Kynogon SDK Kynapse functional specifications Here is a brief list of functionality that is supported by the current release of Kynapse. Decision (thinking logic) • C++ brains (p.17) support. • Lua script brains (p.17) support. Pathfinding • Automatic pathdata generation (p.17). • Complex 3D topology support (slopes, holes, irregular surfaces, and so on). • Dynamic avoidance between entities. • Support for dynamic pathobjects (p.41) (doors, elevators, scales, and so on). • Constrained pathfinding (p.39) support. • Shortest path (p.17) pathfinding constraint. • Stealthiest path (p.17) pathfinding constraint. • Point to flee path (p.17) pathfinding constraint. • Custom pathfinding constraints (p.17) support. • Simple (p.17) path following mode. • Complex (p.17) path following mode. • Customizable pathfinding heuristics (p.40). • Euclidian (p.17) pathfinding heuristic. • Zero (p.17) pathfinding heuristic. • Path cost (p.17) pathfinding heuristic. • Custom (p.17) pathfinding heuristic support. Agents (high level actions) • Goto agent (p.17). • Follower agent (p.17). • Flee agent (p.17). • From danger points. • From dynamic entities. • Wander agent (p.17) (wander freely in the level). • Pathway agent (p.17) (follow an authored path). • Hide agent (p.17). • Relative or absolute. 11 Kynapse powered by Kynogon SDK • Far away or close. • Shooter agent (p.17). • Imitator agent (player cloning). • Test agent (p.17). • Custom agent support. Perceptions • Visibility between entities (p.17). • Sophisticated understanding of surrounding topology via access ways (p.17) (points from which danger can come). • Sound and smell perception manager. Team support • Dynamic Team (p.38) composition. • Communication between team-mates. Performance • Time-slicing (p.53) mechanisms. • Customisable memory management (p.59). 12 Kynapse powered by Kynogon SDK Using this documentation This section is designed to help you read this documentation. • Typographic conventions (p.14) • Finding information (p.15). 13 Kynapse powered by Kynogon SDK Typographic conventions Kynapse user guide follows certain typographic conventions. These are used to clarify the meaning of the text: Convention Meaning courier Function/class/variable name italic Kynapse concept that is defined in the glossary (p.) hyperlink (p.14) To find out more about a topic. 14 Kynapse powered by Kynogon SDK Finding information The Navigation pane contains tabs enabling you to find information fast. Content Use the Content section to find the information you require. The structure of the API Reference is explained in the API reference section. Index The index contains a list of all functions in the API Reference. Search tab To search for specific terms enter the word and press enter or use wildcards. Searches are not case sensitive and punctuation marks are ignored.
Recommended publications
  • Audio Middleware the Essential Link from Studio to Game Design
    AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer.
    [Show full text]
  • DXF Reference
    AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs
    [Show full text]
  • Game Engine Architecture
    Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of
    [Show full text]
  • An Embeddable, High-Performance Scripting Language and Its Applications
    Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software
    [Show full text]
  • PG National Vigorsol Beats,Quando Il Complotto Incontra Il Videogame,Top 5
    PG National Vigorsol Beats Lo scorso 7 Aprile, al Teatro Ciak di Milano si è disputata una delle serie più emozionanti dell’ultimo split del National Predator, campionato nazionale di League of Legends, la sfida finale che ha visto contrapporsi due team formati recentemente, i Campus Party Sparks e i Samsung Morning Stars. Il match ha animato il pubblico fisico e “virtuale” con colpi di scena e momento mozzafiato, registrando più di un migliaio di spettatori fisici e oltre 5000 su Twitch. Organizzata su una “Best of 5”, la partita ha visto uno scatto iniziale dei Morning Stars, vicini alla vittoria con un 2-0 sugli avversari. Tuttavia, l’ampia capacità d’adattamento e di “mind-reset” degli Sparks e, qualche errore anche dal lato dei Samsung, hanno garantito il recupero e la vittoria degli primi in classifica, concludendo con un 3-2 ottenuto dopo una partita da brividi. Durante lo Spring Split l’andamento del team vincitore è stato per lo più dominante, con sole 2 sconfitte durante la prima e terza settimana della competizione e ben 12 vittorie in totale. Essendo entrambe new entry della scena italiana, i team hanno sorpreso tutti, riuscendo a scavalcare team veterani e non. Per la prima volta vediamo come title sponsor della competizione Vigorsol, famosissima società di chewing-gum che ha deciso d’investire nella scena italiana, altro segno dell’importanza degli eSport e di League of Legends sempre crescente negli anni. Basti pensare come siano aumentate anche le poste in palio: il premio delle competizioni mondiali è passato dai 50.000 dollari della prima season a un picco di 2.680.000 dollari nella sesta season.
    [Show full text]
  • GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
    HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games.
    [Show full text]
  • Opera Acquires Yoyo Games, Launches Opera Gaming
    Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year.
    [Show full text]
  • Sensorfx Users Guide Iii Contents
    SensorFX Users Guide SensorFX Users Guide Copyright © 2017 VT MAK All rights Reserved. Printed in the United States. Portions of this document are copyright JRM Technologies. Under copyright laws, no part of this document may be copied or reproduced in any form without prior written consent of VT MAK. VR-Exchange™, VR-Vantage™. DI-Guy™, and DI-Guy Scenario™ are trade- marks of VT MAK. MÄK Technologies®, VR-Forces®, RTIspy®, B-HAVE®, and VR-Link® are registered trademarks of VT MAK. GL Studio® is a registered trademark of The DiSTI® Corporation. Portions of this software use SpeedTree® RT technology (©2008 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visual- ization, Inc. All rights reserved. SilverLining™ is a trademark of Sundog Software. All other trademarks are owned by their respective companies. VT MAK 150 Cambridge Park Drive, 3rd Floor Cambridge, MA 02140 USA Voice: 617-876-8085 Fax: 617-876-9208 [email protected] www.mak.com Revision VRV-2.2-11-170307 Contents Preface MAK Products ............................................................................................ v How to Contact Us .................................................................................. viii Document Conventions ............................................................................. ix DI-Guy Conventions ........................................................................... x Mouse Button Naming Conventions.................................................... x Third Party Licenses ...................................................................................
    [Show full text]
  • Arxiv:2104.06262V2 [Cs.RO] 29 Apr 2021 Temporal Development of Actors [64]
    On Determinism of Game Engines used for Simulation-based Autonomous Vehicle Verification Greg Chance1;3, Abanoub Ghobrial1;3, Kevin McAreavey1;3, S´everin Lemaignan2;3, Tony Pipe2;3, Kerstin Eder1;3 1 University of Bristol, Bristol, UK 2 University of the West of England, Bristol, UK 3 Bristol Robotics Laboratory, Bristol, UK Abstract{Game engines are increasingly used as vide evidence to developers and regulators of the func- simulation platforms by the autonomous vehicle tional safety of the vehicle or its compliance with com- (AV) community to develop vehicle control sys- monly agreed upon road conduct [68], national rules [61] tems and test environments. A key requirement and road traffic laws [63] which form a body of safe and for simulation-based development and verification legal driving rules, termed assertions, that must not be is determinism, since a deterministic process will violated. always produce the same output given the same Design confidence is gained when the autonomous ve- initial conditions and event history. Thus, in a de- hicle (AV) can be shown to comply with these rules terministic simulation environment, tests are ren- e.g., through assertion checking during simulation. There dered repeatable and yield simulation results that have been several fatalities with AVs, some of which are trustworthy and straightforward to debug. could be attributed to insufficient verification and val- However, game engines are seldom deterministic. idation (V&V), e.g. [47]. Simulation environments offer This paper reviews and identifies the potential a means to explore the vast parameter space safely and causes and effects of non-deterministic behaviours efficiently [31] without the need for millions of miles of in game engines.
    [Show full text]
  • Re-Engining Competitors Vie to Keep These U.S. Nuclear, Conventional Workhorses fl Ying Past 2050 PAGE 24
    HUMAN SPACEFLIGHT 18 Q&A 14 WEATHER FORECASTING 32 The year of Commercial Crew OneWeb’s satellite maker Radio occultation explained Re-engining competitors vie to keep these U.S. nuclear, conventional workhorses fl ying past 2050 PAGE 24 FEBRUARY 2019 | A publication of the American Institute of Aeronautics and Astronautics | aerospaceamerica.aiaa.org AIAA CONGRESSIONAL WEDNESDAY, 20 MARCH VISITS DAY Advocate for Aerospace on Capitol Hill Every year, AIAA members—engineers, scientists, researchers, students, educators, and technology executives—travel to Washington, DC, for a day of advocacy and awareness with national decision makers. Spend a day meeting with new and established congressional members and their staff. Your participation, enthusiasm, and passion remind our lawmakers that aerospace is a key component of an economically strong and secure nation. If you are interested in the future of your profession, the advancement of technology, the furthering of scientific research, and the strengthening of our nation’s security, this event is for you! Travel subsidies are available Participating in CVD was like getting a bird’s eye view of a grand and magnificent “ national aerospace project. I knew that my contribution might be small, but being a voice of the aerospace community filled my heart with immense pride and humility at the same time. RUCHIR GOSWAMI PhD Candidate Iowa State University ” REGISTER NOW aiaa.org/CVD2019 FEATURES | February 2019 MORE AT aerospaceamerica.aiaa.org U.S. Air U.S. Force 18 32 40 24 Commercial Radio occultation The cost of New engines Crew’s payoff is put to the test aerospace NASA looks to 2019 Entrepreneurs aim advances as the year it might to prove that the for the B-52 An aerospace expert be liberated from technique is accurate gives his take on The U.S.
    [Show full text]
  • Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc
    Autodesk ® Smoke® 2010 Extension 1 A Discreet® Systems product Autodesk ® Backdraft ® Conform 2010 Extension 1 Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Portions relating to MD5 Copyright © 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved. License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing this software or this function. License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing the derived work. RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind. These notices must be retained in any copies of any part of this documentation and/or software. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com,
    [Show full text]
  • Integration of a 3D Rendering Engine with a Physics Simulator
    Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21
    [Show full text]