Multi-User Game Development
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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
AI in First-Person Shooter Games FPS AI Architecture Animation Layer
AI in First-Person Shooter Games Based in part on material developed by John McCloskey Jeffrey Miller Amish Prasad & Lars Linden FPS AI Architecture • Animation • Movement • Combat • Behavior Animation Layer • Controls the player’s body • Must resolve conflicts between animations • Dynamic blending • Actions often need to be specialized • Parameterize existing animations • Taking control of specific body parts • Handling inverse kinematics 1 AI Components: Animation • NPC models built by artists • Use tools such as “3D Studio Max” or “Maya” • Models are are constructed from bones • Bones are connected by articulated joints. • The movement of the joints is constrained by their interconnectivity. • See George Bush ragdoll physics demo. • The skeletal system is covered by a mesh of textured polygons (“skeletal animation”.) Half-Life was one of the first games to demonstrate this. AI Components: Animation • Example: AI Components: Animation • Animation sequences are generated by defining how joints should articulate through time • Walking sequence: 2 AI Components: Animation Animation sequences for a model are either: • Hand generated by a computer animator • Recorded from real human (or animal) movements and applied to a skeletal system (“motion capture”) AI Components: Animation • Motion Capture: Tom Molet (EGCAS ’96) 3 AI Components: Animation Animation sequences tend to be: • Motion primitives: • Run, Walk, Jump, Side-step, Climb • Transitions • Start_Walk, Run_To_Jump, Jump_Land AI Components: Animation Some animation sequences only -
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. -
Katalog "Games / Spiele"
Katalog: Games / Spiele www.roteerdbeere.com Einloggen Titel (Auktion-Nr) Kategorie Zustand Preis $$$ ZOMBIE SHOOTER + MEDAL OF HONOR - PEGI $$$ (2992469) X-BOX 360 Siehe Beschreibung 27,00 Euro Indizierter Artikel - Jugendschutzgesetz! Nur für ID-Mitglieder! Playstation 3 Neu und ungebraucht 12,00 Euro Indizierter Artikel - Jugendschutzgesetz! Nur für ID-Mitglieder! Playstation 3 Neu und ungebraucht 35,00 Euro * SPLINTER CELL * Sonderedition+Mission Pack neu ! (1536096) PC Siehe Beschreibung ab 2,50 Euro ** DER PATE ** (2110627) Playstation 2 Siehe Beschreibung ab 12,00 Euro ** RAINBOW SIX ** LOCKDOWN (2110570) Playstation 2 Siehe Beschreibung ab 10,00 Euro ** RAINBOW SIX 3 ** (2110567) Playstation 2 Siehe Beschreibung ab 10,00 Euro ** SPLINTER CELL ** (2110537) Playstation 2 Siehe Beschreibung ab 10,00 Euro ** SPLINTER CELL ** PANDORA TOMORROW (2110543) Playstation 2 Siehe Beschreibung ab 10,00 Euro Indizierter Artikel - Jugendschutzgesetz! Nur für ID-Mitglieder! X-BOX 360 Siehe Beschreibung 5,00 Euro Indizierter Artikel - Jugendschutzgesetz! Nur für ID-Mitglieder! PC Neu und ungebraucht 34,99 Euro *** Gears of War *** (3720557) X-BOX 360 Siehe Beschreibung 5,00 Euro *** Gears of War 2 *** (3720558) X-BOX 360 Bestzustand 5,00 Euro *** Gears of War 3 *** (3720559) X-BOX 360 Bestzustand 5,50 Euro *** GTA - Episodes from Liberty City *** (3720561) X-BOX 360 Bestzustand 5,00 Euro *** GTA 4 *** (3720560) X-BOX 360 Bestzustand 5,00 Euro *** PC* NINJA BLADE*** (3088429) PC Gebrauchsspuren 5,00 Euro *** PC* Resident Evil 3* Nemesis* UK UNCUT*RAR* -
Resume / Cover Letter / Sample Code Updated May 2009
http://www.enigmasoftware.ca/henry/Resume2009.html Resume / Cover Letter / Sample Code Updated May 2009 Henry Smith [email protected] home: (780) 642-2822 Available September 2009 cell: (780) 884-7044 15 people have recommended Henry Currently in: Edmonton, AB Canada Objective Senior programmer position at a world-class game development studio Interested in GUI programming/design, rapid prototyping, scripting languages, and engine architecture Skills Eight years of game industry experience, plus many more as a hobbyist Expert C++/C programmer Development experience on PC, Mac, Console, Handheld, and Flash platforms Published indie/shareware developer Languages Expert in C++/C, ActionScript 2 Familiar with Ruby, Python, Lua, JavaScript, UnrealScript, XML Exposure to various teaching languages (Scheme, ML, Haskell, Eiffel, Prolog) Tech Familiar with Scaleform GFx, Flash, Unity, STL, Boost, Perforce Exposure to Unreal Engine, NetImmerse/Gamebryo, iPhone, OpenGL Experience BioWare Senior GUI programmer on Dragon Age: Origins Senior Programmer Architected and maintained a GUI framework in C++ and Flash/ActionScript used for all game UI Edmonton, AB Canada Mentored a junior programmer 2004—present Spearheaded a “Study Lunch” group for sharing technical knowledge and expertise Member of the (internal) Technology Architecture Group Worked with many aspects of the game engine including: graphics, input, game-rules, scripting, tools Irrational Games Designed and built several major game systems for a PS2 3rd-person action title, using C++, -
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. -
USER GUIDE 1 CONTENTS Overview
USER GUIDE 1 CONTENTS Overview ......................................................................................................................................... 2 System requirements .................................................................................................................... 2 Installation ...................................................................................................................................... 2 Workflow ......................................................................................................................................... 3 Interface .......................................................................................................................................... 8 Tool Panel ................................................................................................................................................. 8 Texture panel .......................................................................................................................................... 10 Tools ............................................................................................................................................. 11 Poly Lasso Tool ...................................................................................................................................... 11 Poly Lasso tool actions ........................................................................................................................... 12 Construction plane ................................................................................................................................. -
Din Computer41.Pub
Side 1 41 DDDIIINNN CCCOOOMMMPPPUUUTTTEEERRR Nov. 05 haft fingrene i det lille håndholdte vidunder, og lad det Sony Playstation Portable være sagt med det samme, det er næsten umuligt at sam- Sonys lancering af PSP måtte udskydes en lille måned, menligne den med Gameboy. Den kan så meget mere, er fordi salget langt overgik forventningerne, derfor løb så meget bedre og i øvrigt fire gange så dyr, derfor giver firmaet simpelthen tør for enheder. Men det har haft en det ingen mening at sammenligne. PSP er helt suveræn, lille fordel at den blev forsinket, der er nemlig allerede du kan læse mere om den på fra side 12. nu masser af film, spil og musik på markedet. Vi har Kings Quest 1 Er nettet i fare? Hvis du har haft computer i mere end femten år, så kan du måske huske King I stilhed raser der en heftig debat Quest sagaen, som Sierra lancerede i begyndelsen af halvfemserne med hele 16 far- mellem EU og FN på den ene side ver og biplyde. Nu er spillet genudkommet i en remake udgave med flottere grafik, og USA på den anden side. Truslen digital tale og det originale gameplay. Og det er ikke engang det hele. Spillet er gra- om at splitte nettet op i selvstændi- tis og kan hentes ned på nettet. Vi anmelder den ny udgave og giver dig adressen ge enheder har fyget over bordet, inde i bladet på side 21. men ro på. Politikere, industrien og internetsamfundet kalder truslen for hypotetisk og absurd. Læs mere på side 14 Hvem styrer din hardware? Vi har kastet et blik på forskelli- ge operativsystemer og platforme. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
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. -
Ac 2008-325: an Architectural Walkthrough Using 3D Game Engine
AC 2008-325: AN ARCHITECTURAL WALKTHROUGH USING 3D GAME ENGINE Mohammed Haque, Texas A&M University Dr. Mohammed E. Haque is a professor and holder of the Cecil O. Windsor, Jr. Endowed Professorship in Construction Science at Texas A&M University at College Station, Texas. He has over twenty years of professional experience in analysis, design, and investigation of building, bridges and tunnel structural projects of various city and state governments and private sectors. Dr. Haque is a registered Professional Engineer in the states of New York, Pennsylvania and Michigan, and members of ASEE, ASCE, and ACI. Dr. Haque received a BSCE from Bangladesh University of Engineering and Technology, a MSCE and a Ph.D. in Civil/Structural Engineering from New Jersey Institute of Technology, Newark, New Jersey. His research interests include fracture mechanics of engineering materials, composite materials and advanced construction materials, architectural/construction visualization and animation, computer applications in structural analysis and design, artificial neural network applications, knowledge based expert system developments, application based software developments, and buildings/ infrastructure/ bridges/tunnels inspection and database management systems. Pallab Dasgupta, Texas A&M University Mr. Pallab Dasgupta is a graduate student of the Department of Construction Science, Texas A&M University. Page 13.173.1 Page © American Society for Engineering Education, 2008 An Architectural Walkthrough using 3D Game Engine Abstract Today’s 3D game engines have long been used by game developers to create dazzling worlds with the finest details—allowing users to immerse themselves in the alternate worlds provided. With the availability of the “Unreal Engine” these same 3D engines can now provide a similar experience for those working in the field of architecture. -
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