Evaluating the Use of the Unity Engine for Developing 2D Mobile Games in Consideration of Start-Up/Student Developers
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Evolution of Programmable Models for Graphics Engines (High
Hello and welcome! Today I want to talk about the evolution of programmable models for graphics engine programming for algorithm developing My name is Natalya Tatarchuk (some folks know me as Natasha) and I am director of global graphics at Unity I recently joined Unity… 4 …right after having helped ship the original Destiny @ Bungie where I was the graphics lead and engineering architect … 5 and lead the graphics team for Destiny 2, shipping this year. Before that, I led the graphics research and demo team @ AMD, helping drive and define graphics API such as DirectX 11 and define GPU hardware features together with the architecture team. Oh, and I developed a bunch of graphics algorithms and demos when I was there too. At Unity, I am helping to define a vision for the future of Graphics and help drive the graphics technology forward. I am lucky because I get to do it with an amazing team of really talented folks working on graphics at Unity! In today’s talk I want to touch on the programming models we use for real-time graphics, and how we could possibly improve things. As all in the room will easily agree, what we currently have as programming models for graphics engineering are rather complex beasts. We have numerous dimensions in that domain: Model graphics programming lives on top of a very fragmented and complex platform and API ecosystem For example, this is snapshot of all the more than 25 platforms that Unity supports today, including PC, consoles, VR, mobile platforms – all with varied hardware, divergent graphics API and feature sets. -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Arxiv:2103.14589V2 [Math.GR] 16 Jun 2021
FINITENESS PROPERTIES FOR RELATIVES OF BRAIDED HIGMAN–THOMPSON GROUPS RACHEL SKIPPER AND XIAOLEI WU Abstract. We study the finiteness properties of the braided Higman–Thompson group bVd,r(H) with labels in H ≤ Bd, and bFd,r(H) and bTd,r(H) with labels in H ≤ P Bd where Bd is the braid group with d strings and P Bd is its pure braid subgroup. We show that for all d ≥ 2 and r ≥ 1, the group bVd,r(H) (resp. bTd,r(H) or bFd,r(H)) is of type Fn if and only if H is. Our result in particular confirms a recent conjecture of Aroca and Cumplido. Introduction The family of Thompson’s groups and the many groups in the extended Thompson family have long been studied for their many interesting properties. Thompson’s group F is the first example of a type F∞, torsion-free group with infinite cohomological dimension [BG84] while Thompson’s groups T and V provided the first examples of finitely presented simple groups. More recently the braided and labeled braided Higman–Thompson groups have garnered attention in part due their connections with big mapping class groups. The braided version of Thompson’s group V , which we refer to here as bV , was first intro- duced independently by Brin and Dehornoy [Bri07], [Deh06]. Brady, Burillo, Cleary, and Stein introduced braided F , or bF . The groups bV and bF were shown to be finitely presented in [Bro06] and [BBCS08], respectively, and this was extended to show that both of these groups + + are of type F∞ in [BFM 16]. -
Moving from Unity to Godot an In-Depth Handbook to Godot for Unity Users
Moving from Unity to Godot An In-Depth Handbook to Godot for Unity Users Alan Thorn Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users Alan Thorn High Wycombe, UK ISBN-13 (pbk): 978-1-4842-5907-8 ISBN-13 (electronic): 978-1-4842-5908-5 https://doi.org/10.1007/978-1-4842-5908-5 Copyright © 2020 by Alan Thorn This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005)
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) 2016 Final Report K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) Berrin Tansel, Ph.D., P.E., Florida International University August 2016 1 K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) This page is intentionally left blank. i K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) U.S. DOT DISCLAIMER The contents of this report reflect the views of the authors, who are responsible for the facts, and the accuracy of the information presented herein. This document is disseminated under the sponsorship of the U.S. Department of Transportation’s University Transportation Centers Program, in the interest of information exchange. The U.S. Government assumes no liability for the contents or use thereof. ACKNOWLEDGEMENT OF SPONSORSHIP This work was sponsored by a grant from the Southeastern Transportation Research, Innovation, Development and Education Center (STRIDE) at the University of Florida. The STRIDE Center is funded through the U.S. Department of Transportation’s University Transportation Centers Program. ii K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) TABLE OF CONTENTS ABSTRACT ...................................................................................................................................................... v CHAPTER 1: INTRODUCTION ........................................................................................................................ -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Game Engines in Game Education
Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1. -
Perancangan Game Multiplatform Menggunakan Scirra Construct 2 Dan Html 5
Simposium Nasional RAPI XIII - 2014 FT UMS ISSN 1412-9612 PERANCANGAN GAME MULTIPLATFORM MENGGUNAKAN SCIRRA CONSTRUCT 2 DAN HTML 5 Anggit Dwi Hartanto1 , Windha Mega Pradnya Dhuhita2 , Alfian Tinangon1 1Jurusan Teknik Informatika STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 2 Jurusan Sistem Informasi STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 Email: [email protected] Abstrak Saat ini perkembangan teknologi game berkembang sangatlah pesat, terbukti dengan munculnya berbagai macam game engine yang dapat memfasilitasi pengembang untuk mengembangkan suatu game dengan lebih mudah. Makalah ini membahas tentang pengembangan sebuah game multiplatform dengan menggunakan game engine scirra construct2 dan HTML5 . Engine game tersebut digunakan agar pengembang lebih mudah dalam pengelolaan animasi, suara, layout, layer, kamera, kontrol, dan pengelolaan kecerdasan buatan. Game yang dikembangan bergenre casual game yang bertemakan pertempuran bajak laut untuk menemukan harta karun. Game yang dikembangkan merupakan game mutipaltform yang artinya game tersebut dapat berjalan di lebih dari satu platform, yaitu sistem operasi android mobile, sistem operasi desktop antara lain (Ms. Windows, Mac OS, Linux), dan browser yang mendukung HTML5. Salah satu platform yang menjadi fokus pengembangan game ini adalah android yang merupakan platform yang saat ini mempunyai pengguna sangat banyak. Dengan berjalannya game di platform android, pengguna dapat memainkan game ini kapan saja dan dimana saja. Kata kunci: game, html5, scirra construct 2 Pendahuluan Perkembangan teknologi software selalu mengiringi perkembangan teknologi dari masa kemasa, yang mendorong pertumbuhan industri kreatif yang terus meningkat. Terbukti dengan banyaknya engine maupun tools yang diciptakan untuk mempermudah pengembang dalam mengembangkan software dari masa kemasa. -
Development of a 2D Lateral Action Videogame for Android Platforms
Escola Politècnica Superior Universitat de Girona Development of a 2D lateral action videogame for Android platforms. Desenvolupament d’un videojoc d’acció lateral per a plataformes Android. Projecte/Treball Fi de Carrera GEINF. Pla 2016 Document: Memòria Autor: Robert Bosch Director: Gustavo Patow Departament: Informàtica, Matemàtica Aplicada i Estadística Àrea: LSI Convocatoria: JUNY/2016 Contents 1 Introduction6 1.1 Introduction . .6 1.2 Personal motivations . .7 1.3 Project motivations . .7 1.4 Project purposes . .7 1.5 Objectives . .7 1.6 Structure of this memory . .8 2 Feasibility study9 2.1 Resources needed to develop this project . .9 2.1.1 Developer requirements . .9 2.1.2 Player requirements . .9 2.2 Initial budget . 10 2.3 Human resources . 10 2.4 Technological viability . 11 2.4.1 Economic viability . 11 2.4.2 Human costs . 11 2.4.3 Equipment costs . 11 2.4.4 Total costs . 11 3 Methodology 12 4 Planning 14 4.1 Working plan . 14 4.2 Planned tasks . 14 4.2.1 Planning . 14 4.2.2 Learning . 14 4.2.3 Implementation . 14 4.2.4 Verification . 15 4.2.5 Documentation . 15 4.3 Estimated scheduling . 16 4.4 Expected results of every task . 17 4.4.1 Planning . 17 4.4.2 Learning . 17 4.4.3 Implementation . 17 4.4.4 Verification . 17 4.4.5 Documentation . 17 5 Framework 18 5.1 Videogame engines . 18 5.2 Examples of videogame engines . 18 5.2.1 Unreal Engine . 18 2 Contents Contents 5.2.2 CryEngine . 19 5.2.3 GameMaker . -
Marking WWII's End, Virtually
Some insights into Looking for a new Preview of Tigers’ substance abuse pet? Shelter has ideas game vs. Starfires Area State Page 3 Page 5 Sports Page 6 The News-Bannerwww.News-Banner.com THURSDAY, SEPTEMBER 3, 2020 BLUFFTON, INDIANA • Wells County’s Hometown Connection $1.00 Two studies give potential options at Lancaster Park By DEVAN FILCHAK During the meeting, Sundling The Bluffton Parks Department also briefly presented the feasibil- and board discussed the possibili- ity studies he obtained for Lan- ties for Lancaster Park Tuesday, as caster Park. It has been known for well as the results of two feasibil- some time that the land, which is ity studies for projects at the park. where the former Lancaster school The park, which is across the was, will need some work before street from Lancaster Central Ele- anything can be built on it. mentary School on Jackson Street, Mayor John Whicker has tenta- has been the topic of discussion tively said that he would like Sun- for years now. dling to present the studies at the In 2018, Roger Thornton pro- Bluffton Common Council meet- posed a sports complex and park ing on Sept. 29. in the 18-acre space. However, “It gives a month for people Pam Vanderkolk, superintendent to look at this stuff instead of a of the department, said the park weekend,” Sundling said. board has had plans for the park Two feasibility studies were for more than 10 years. obtained — one from Engineer- The parks department would ing Resources, which is the firm A focus on hygiene like for the area to have a trail that has done previous work with School desks have to be wiped head on the Interurban Trail and the park on Thornton’s behalf, and down between classes, and fre- serve as a greenspace. -
2D Multiplayer Game Development Using Unity
Vol-6 Issue-2 2020 IJARIIE-ISSN(O)-2395-4396 2D MULTIPLAYER GAME DEVELOPMENT USING UNITY Kumaresan G1, Sharath A2, Sheshanth B P3, Somesh A4 1 Assistant Professor, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 2 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 3 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 4 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India ABSTRACT Video games are common these days. The games have been developed for various purposes including entertainment, informational purposes, marketing, and advertising purposes. Game developers are continually developing multi- platform games that can be played on computers, mobile devices like iPads and smartphones and other video game devices. Today, mobile games consume a huge market share within the games industry. Considering that nearly two billion mobile devices are running a Unity-made game, it is probable that quite a large majority of these new companies will be using Unity to develop mobile games. Mobile games are becoming more and more popular and well-received by different types of users around the world. A lot of frameworks that allow developers to create the games in a faster and easier way. The Unity 3D engine is employed by an outsized majority of developers to make games. It owns a forty-five percent market share and is considered one of the biggest development tools today This project involves the approach of creating a 2D mobile game using Unity.