Kristoffer Marc Getchell Phd Thesis
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Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
GWT + HTML5 Can Do What? (Google I/O 2010)
GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace -
Open Arena Aimbot Download
Open Arena Aimbot Download 1 / 4 Open Arena Aimbot Download 2 / 4 3 / 4 Rule the arena with Wallhax's Quake Champions hack! Decimate your opponents on every map with our deadly bone aimbot for easy frags, combined with our .... Open Arena Aimbot Download http://urllio.com/y8mbk 4f22b66579 23 Apr 2016 . Download the game here: Features: ESP & Aimbot Features not included: .... https://www.youtube.com/watch?v=O0ivDI32rTc Download the game here: https://href.li/?http://www.openarena.ws/download.php?list.61 .... Open Arena Internal Multi Hack. master. Having trouble showing that directory. Normally, you'd see the directory here, but something didn't go right. Try again .... You can download the free aimbot source code in the link listed below. OpenArena is a Quake3 engine video .... A framework for basic hacks including aimbot & ESP, OpenGL Drawing and more - GH-Rake/AssaultCube-Hack-Framework. ... Clone or download ... Started External Assault Cube aimbot, went internal with it, then ported it to OpenArena, now .... So, OpenArena supports mods, like the game on which it is based. ... Usually, you will download a mod inside a single compressed file (like ".zip", ".rar", ".7z". ... take an existing mod created by someone else and add "brightskins" -an hack that .... I just downloaded it from the repositories. ... OpenArena was fun, I used to play Urban Terror online as well, I was fairly good. (I am the guy ... The 95th Rifles were mostly OK, but Nitroservers was full of aimbots and wallhacks.. Download now and get instant access when you become a new VIP member. Features include ESP, 360 degree Aimbot, Wallhack, Nametags, Distance, .. -
Untitled Project: a Cross-Disciplinary Investigation of Jodi's Untitled Game
UNTITLED PROJECT: A CROSS-DISCIPLINARY INVESTIGATION OF JODI’S UNTITLED GaME 1. INTRODUCTION 2. METHOD void() movetarget_f= { Untitled Game (1996 – 2011) is an artwork comprised of fourteen small software programs with an if (!self.targetname) Untitled Game was widely distributed through the website and by cd-rom and would have been historically objerror (“monster_movetarget: no target- accompanying website, untitled-game.org. These programs were developed in the mid to late-1990s and name”); viewed with varying combinations of operating systems and hardware components. The possible computer released on cd-rom in 2001 by the Belgian-Dutch artist duo JODI. The website, also launched in 2001, houses self.solid = SOLID_TRIGGER; configurations, however, would have been limited by the fact thatUntitled Game is configured to run on a self.touch = t_movetarget; the Untitled Game program files for download and additionally serves to document the underlying code of the setsize (self, ‘-8 -8 -8’, ‘8 8 8’); restricted range of operating systems. Thus, despite the multiplicity of possible viewer experiences, Untitled software, as well as its file and directory structure. Each Untitled Game program is a different modification or }; Game contains a fixed temporal link that introduces an opportunity for technological obsolescence to affect “mod” of the commercial software Quake 1 (1996), a hugely popular video game that helped establish long- /*UNTITLED-GAME/D path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 access to the artwork. One compatible operating system, Mac OS9 (1999 – 2001), was used in this study to 8) standing conventions for the first-person shooter game genre. -
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 -
Opengl the Java Way Let’S Look at How Opengl Graphics Are Done in Java
For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. Contents at a Glance Contents .............................................................................................................. v About the Author ............................................................................................... xxi About the Technical Reviewers ....................................................................... xxii Acknowledgment ............................................................................................. xiii Introduction ..................................................................................................... xiii ■Chapter 1: Welcome to the World of the Little Green Robot ............................ 1 ■Chapter 2: Gaming Tricks for Phones or Tablets ........................................... 19 ■Chapter 3: More Gaming Tricks with OpenGL and JNI ................................... 59 ■Chapter 4: Efficient Graphics with OpenGL ES 2.0 ....................................... 113 ■Chapter 5: 3D Shooters for Doom ................................................................ 145 ■Chapter 6: 3D Shooters for Quake ............................................................... 193 ■Chapter 7: 3D Shooters for Quake II ............................................................. 233 ■Appendix: Deployment and Compilation Tips .............................................. 261 Index .............................................................................................................. -
Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson
ExtremeTech - Print Article 10/21/02 12:07 PM Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson We've come a very long way since the days of Doom. But that groundbreaking title wasn't just a great game, it also brought forth and popularized a new game-programming model: the game "engine." This modular, extensible and oh-so-tweakable design concept allowed gamers and programmers alike to hack into the game's core to create new games with new models, scenery, and sounds, or put a different twist on the existing game material. CounterStrike, Team Fortress, TacOps, Strike Force, and the wonderfully macabre Quake Soccer are among numerous new games created from existing game engines, with most using one of iD's Quake engines as their basis. click on image for full view TacOps and Strike Force both use the Unreal Tournament engine. In fact, the term "game engine" has come to be standard verbiage in gamers' conversations, but where does the engine end, and the game begin? And what exactly is going on behind the scenes to push all those pixels, play sounds, make monsters think and trigger game events? If you've ever pondered any of these questions, and want to know more about what makes games go, then you've come to the right place. What's in store is a deep, multi-part guided tour of the guts of game engines, with a particular focus on the Quake engines, since Raven Software (the company where I worked recently) has built several titles, Soldier of Fortune most notably, based on the Quake engine. -
Quake III Arena This Page Intentionally Left Blank Focus on Mod Programming for Quake III Arena
Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information. -
Who Put the Mod in Commodification? –
Who put the mod in commodification? – A descriptive analysis of the First Person Shooter mod culture. David B. Nieborg [email protected] Http://GameSpace.nl April 2004 Index 1. Introduction 3 1.1 Methodology 3 2. Participatory Culture and Co-Created Media & Games 4 2.1 What makes a mod: an introduction 5 2.2 Am I Mod or Not? 6 2.3 Sorts of mods 7 3. ComMODdification of mod-culture: the industry is reaching out 8 3.1 The Unreal Universe 9 4. The Battlefield Universe: looking for trends within a mod-community 11 4.1 Battlefield: IP 12 4.2 Battlefield mods and original IP 13 4.3 Blurring boundaries? The case of Desert Combat 15 5. Extreme Modding (for Dummies) 15 5.1 Extremist (Right) modding 17 5.2 The Trend is death!? 19 6. Conclusion 19 7. Literature 20 8. Ludology 21 Appendix A 23 2 Title of expert video tutorials1 on making (software) modifications (or mods2) for UT2004. Who put the mod in commodification? – A descriptive analysis of the First Person The tutorials cover almost all areas of developing content for UT2004, starting with Shooter mod culture. level design, digging into making machinima, learning to make weapons, mutators, characters and vehicles3. Each area is divided into several sub-areas and than divided Author into several topics, resulting in more than 270 video tutorials. When NY Times David B. Nieborg journalist Marriot (2003) stated: “So far, mod makers say, there is no ‘Mod Making for Dummies’ book”, his statement was only partly true. -
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...................... -
Jogamp Fast Media & Processing
JogAmp Fast Media & Processing Across devices – Desktop & Mobile SIGGRAPH 2013 – Anaheim July 24, 2013 Dominik Ströhlein Alan Sambol Erik Brayet Harvey Harrison Jens Hohmuth Rami Santina Julien Gouesse Sven Gothel Mark Raynsford Wade Walker Xerxes Ranby Info Slides and BOF Video will be made available on Jogamp.org. 10 Years ... ● 2003-06-06 GlueGen, JOGL, JOAL ● 2008-04-30 JOGL Release 1.1.1 ● 2009-07-24 JOCL ● 2009-11-09 Independent Project ● 2010-05-07 JogAmp Project Name, Server, .. ● 2010-11-23 JogAmp RC 2.0-rc1 ● 2013-07-17 JogAmp Release 2.0.2 … used by ● GLG2D, Java3D (Vzome, SweetHome3d, XTour), Jake2, ... ● JMonkey3, libGDX, Ardor3D, ... ● Catequisis, Ticket to Ride ● Nifty GUI, Graph, MyHMI, ... ● Jspatial, SciLab, GeoGebra, BioJava, WorldWind, FROG, jReality, Gephi, Jzy3D, dyn4J, Processing, JaamSim, C3D, ... Legacy GLG2D ● Problem: ● Traditional Java2D uses a CPU based rendering engine. ● Modern Java2D uses a hidden GPU based rendering engine. ●Replaces CPU Java2D rendering engine with painting using OpenGL. ● Accelerate the most common ways that applications use Java2D drawing. ● Uses the latest JogAmp JOGL libraries for the OpenGL implementation. GLG2D Legacy GLG2D ● Swing behaves exactly as before, except that it' being painted to an OpenGL canvas instead. GLG2D Legacy GLG2D – More Information ● Project Pages: ● Github: https://github.com/brandonborkholder/glg2d ● Homepage: http://brandonborkholder.github.io/glg2d/ GLG2D Legacy Java3D – I'm not Dead! ● Work underway as early as 1997 ● 1.5.2 released Feb2008, GPLv2 w/ classpath -
Id Tech 3 Source Download
Id tech 3 source download Rust Assembly Shell. Clone or download 3. This notice may not be removed or altered from any source distribution. MD4 Message-Digest Algorithm. Clone or download · The DOOM 3 source as it was released under the GPL license on Novembe 6 years If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite , Rockville. id Software. Richardson, TX Doom 3 GPL source release. C++ 1, 1, Return to Castle Wolfenstein Single Player GPL Source Release. C 80 Quake GPL Source Release · Doom 3 BFG Edition · DOOM Open Source Release. This is the combined source code for Quake III Arena and Quake III: Team Arena. It can be used Downloads id Tech 3 GPL Released Previously called the "QUAKE 3 Engine" and one of the most successful licensed engines in history, id Tech 3 was the engine used to create games such as Quake II Arena, Return to Castle Wolfenstein Keep your map sources safe with the SteamCloud storage. Can you download this game engine? Browse id Tech 3 files to download full releases, installer, sdk, patches, mods, This is an updated singleplayer source code for Star Trek: Voyager - Elite Force. Quake 3 Source Code Review, Quake Live Source Code Review. that you finally tackled a source code review of Quake3/id Tech 3! Browse id Tech 3 files to download full releases, installer, sdk, patches, mods, demos, Within a day of the source code being released, compatibility for both. Quake 3 b GPL source code as released by id Software.