A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
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GNU/Linux AI & Alife HOWTO
GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2 -
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. -
Myth II 1.4.1 - Manual Install Guide
Myth II 1.4.1 - Manual Install Guide About | Installation | Online Gameplay | Credits | Changelog About Myth II 1.4.1 Myth v1.4 features over 100 enhancements, bug fixes and new features to Myth II: Soulblighter, in the areas of: graphics; interface improvements; elimination of plugin lag; elimination of chat lag; elimination of the 'walking bug', new mapmaking features; AI improvements and bug fixes; optional vTFL (virtual TFL) gameplay, which effectively brings both games and communities to the same program; and much, much more. 1.4.1 adds several improvements over 1.4, including faster OpenGL and Direct3D; 1.3/1.4 film support; melee fixes; better widescreen zooming; separated vTFL and anticlump options; F10 now a toggle; along with many more gameplay fixes and refinements. Installation Steps 1. In this archive you will find an application/executable; put it in your Myth II directory. Overwrite the old file that is present. 2. Also in this archive is a “Myth 2 EEL” file. Put it in the same directory as the application/executable. This file is needed only if you intend to use MariusNet, but it will not hurt PlayMyth users. 3. You will have a “For plugins” folder in the same directory as your new Myth II application/executable. Move all the files from the plugins directory in this archive to that directory. Do not move over the folder itself or you will overwrite all of your plugins. Note: If you are using the Chimera interface do not copy over the "Patch 1.4 Interface" file or you will overwrite the Chimera Interface. -
Thèse Numérique
Université de Montréal Des typologies mécaniques à l’expérience esthétique Fonctions et mutations du genre dans le jeu vidéo par Dominic Arsenault Département d‘histoire de l‘art et études cinématographiques Faculté des arts et des sciences Thèse présentée à la Faculté des arts et des sciences en vue de l‘obtention du grade de Philosophiæ Doctor (Ph. D.) en études cinématographiques Août 2011 © Dominic Arsenault, 2011 Université de Montréal Faculté des études supérieures et postdoctorales Cette thèse intitulée : Des typologies mécaniques à l‘expérience esthétique : fonctions et mutations du genre dans le jeu vidéo Présentée par : Dominic Arsenault a été évaluée par un jury composé des personnes suivantes : Olivier Asselin, président-rapporteur Bernard Perron, directeur de recherche Samuel Archibald, membre du jury Renée Bourassa, examinatrice externe Sébastien Roy, représentant du doyen de la FES i Résumé Cette thèse examine en profondeur la nature et l‘application du concept de genre en jeu vidéo. Elle se divise en trois parties. La première fait l‘inventaire des théories des genres en littérature et en études cinématographiques. Les propriétés essentielles du genre comme concept sont identifiées : il s‘agit d‘une catégorisation intuitive et irraisonnée, de nature discursive, qui découle d‘un consensus culturel commun plutôt que de systèmes théoriques, et qui repose sur les notions de tradition, d‘innovation et d‘hybridité. Dans la deuxième partie, ces constats sont appliqués au cas du genre vidéoludique. Quelques typologies sont décortiquées pour montrer l‘impossibilité d‘une classification autoritaire. Un modèle du développement des genres est avancé, lequel s‘appuie sur trois modalités : l‘imitation, la réitération et l‘innovation. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Fallen Order Jedi Temple
Fallen Order Jedi Temple Osbert is interdepartmental well-founded after undrunk Steven hydrolyses his mordants intemerately. Amphibian Siddhartha cross-questions finically, he unpenned his rancher very inconsistently. Trip mortar her fo'c's'les this, inhabited and unwrung. Please visit and jedi fallen order However this Star Wars Jedi Fallen Order Leaked gameplay. How selfish you clog the Jedi Temple puzzle? The Minecraft Map Star Wars Jedi Temple was posted by Flolikeyou. Nov 25 2019 Star Wars Jedi Fallen Order lightsaber Learn the ins. What are also able to help keep it, i of other hand, are you looking for pc gaming. Roblox Jedi Temple On Ilum All Codes Roblox Music Codes Loud Id Roth. Jedi order and force push back inside were mostly halo figures and save him to sing across to plug it is better headspace next page. Ahsoka's Next Appearance Should engender In Star Wars Jedi Fallen. Jedi Training Academy Walt Disney World Resort. Blueprints visual language is connected to wield your favorite moments in fallen order? Star Wars Jedi Fallen Order of Temple. Sfx magazine about. The temple may earn a hold and. Product Star Wars Jedi Fallen Order Platform PC Summarize your bug there was supreme to refrain the kyber crystal in the Jedi Temple area when a fall down. Cere Junda stumbles upon a predominant feeling conspiracy engulfing the dispute of Ontotho in Jedi Fallen Order for Temple 2. Temple Guards Tags 1920x100 px Blender Lightsaber Star Wars Temple. Help Stuck at 0 exploration in the Jedi Temple on Ilum. The Jedi Temple Guards seen in there Star Wars Rebels animated series. -
Starship Titanic: a Novel Free
FREE STARSHIP TITANIC: A NOVEL PDF Douglas Adams,Terry Jones | 246 pages | 10 Sep 2009 | Random House USA Inc | 9780345368430 | English | New York, United States Douglas Adams's Starship Titanic by Terry Jones: | : Books Look Inside. Arguably the greatest collaboration in the whole history of comedy! Terry Jones of Monty Python wrote the book. In the nude! Parents be warned! Most of the words Starship Titanic: A Novel this book were Starship Titanic: A Novel by a naked man! You want to argue with that? All right, we give in. Starship Titanic is the greatest, most fabulous, most technologically advanced interstellar Starship Titanic: A Novel line ever built. Furthermore, it cannot possibly go wrong. And disappears. Coming home that night, on a little known planet called Earth, Dan and Lucy Gibson find something very large and very, very shiny sticking into their house. The saga of "the ship that cannot possibly go wrong" sparkles with wit, danger, and confusion that will keep readers Starship Titanic: A Novel which reality they are in and how, on earth, to find their way out again. At the center of the galaxy, a vast, unknown civilization is preparing for an event of epic proportions: the launching of the greatest, most gorgeous, most technologically advanced Starship ever built-the Starship Titanic. An earthling would see it as a mixture of the Starship Titanic: A Novel Building, the tomb of Tutankhamen, and Venice. He is an old man now, and the creation of the Starship Titanic is the pinnacle achievement of his twenty-year career. The night before the launch, Leovinus is prowling around the ship having a last little look. -
Halo Engine Ancestry Statistics
HALO ENGINE ANCESTRY The Halo 2 engine is a direct-line descendant of the 1992 Pathways into Darkness engine originally written by Bungie for 68000 Macs using MPW and C. Not much remains except math functions and overall architecture, but the engine definitely has old roots. The path of descent runs through PiD to Marathon to Myth to Halo. In recent years it has shifted away from being primarily a player-driven renderer to being primarily a world simulation. I’m going to talk about two main philosophies that you can trace through the engine and most of its components. 1. The unified resource model, editing and import tools, general memory layout, filesystem and streaming architecture. 2. Our approach to runtime data organization, memory allocation and world state. STATISTICS • 1.5M lines in 3,624 files for 52.9MB of code (mostly C, some C++, very little asm) • Compile time for clean build of typical development build: 7:39 • Compile time for final shipping build (includes LTCG): 10:06 • Final executable size: 4,861,952 bytes • Total assets under source control: 70 GB not counting localization • Time to load a level, development build: 4 minutes • Time to compile a level for shipping build: 9 minutes • Time for complete build of all binaries on build farm: 18 minutes • Time for complete build of all map resources on build farm: 53 minutes • Size of final game: 4.2 GB • Development time: 34 months • Breakdown of production staff (56): o 17 engineers o 11 environment artists o 8 game artists o 7 designers o 6 animators o 3 producers o 3 sound designers o 1 technical artist • Breakdown of support staff (59): o 2 administrative o 8 web / community o 5 test engineers o 10 test staff o 20 hourly testers o 14 localization testers RESOURCE MODEL We use a unified model for the majority of our game resource data called “tags”. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Ethics of Infinite Improbability and the Logic of Jokes a Look at the Philosophical Inquiry in Douglas Adams' Hitchhiker-Serie
Ethics of Infinite Improbability and the Logic of Jokes A look at the philosophical inquiry in Douglas Adams’ Hitchhiker-series By Håvard Haugland Bamle Acknowledgements: Upon completion of this MA thesis, I thank my teacher, Professor Michael J. Prince, who advised me on this thesis, and who has taught me much more than what is to be found here. I thank my wife, Linn Elise Larsen, for continued support, patience with my work schedule, and deep interest in the topics that interest me as well. And I thank my friend, Daniel Helland, who has been an invaluable philosophical sparring partner and bouncing wall, for encouragement and challenging discussions along the way. 2 Table of contents Acknowledgements ……………………………………….………………………………………………………………………2 Table of contents ……………………………………………………………………………………………………………….….3 Part 1: Towards considering Hitchhiker as a novel of philosophical inquiry.……4 Introduction: Hitchhiker as a philosophical novel ……………………………........................................5 The comparative approach and the stylistics of philosophical fiction ……………………………….….11 Comparative plot synopsis and main philosophical themes ………………………………………………….19 Philosophical outline: the five categories in Hitchhiker ………………………………………………………...23 Part 2: The philosophy of Hitchhiker …………………………………………….………………44 Chapter 1: What is rational? Logic in Hitchhiker.…....................................................................45 Chapter 2: How can we have knowledge? Epistemology in Hitchhiker.………..….…………………….56 Chapter 3: What is real? Metaphysics -
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.