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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. -
Shading in Valve's Source Engine
Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2006 Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11 8.1 Introduction Starting with the release of Half-Life 2 in November 2004, Valve has been shipping games based upon its Source game engine. Other Valve titles using this engine include Counter-Strike: Source, Lost Coast, Day of Defeat: Source and the recent Half-Life 2: Episode 1. At the time that Half-Life 2 shipped, the key innovation of the Source engine’s rendering system was a novel world lighting system called Radiosity Normal Mapping. This technique uses a novel basis to economically combine the soft realistic 9 [email protected] 10 [email protected] 11 [email protected] 8 - 1 © 2007 Valve Corporation. All Rights Reserved Chapter 8: Shading in Valve’s Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve’s recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For example, in the fall of 2005, we shipped an additional free Half- Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine. -
Tasosuunnittelu Source Engine -Pelimoottorilla
Tasosuunnittelu Source Engine -pelimoottorilla Viestintä 3D-visualisointi Opinnäytetyö 31.5.2009 Arttu Mäki Kulttuurialat Koulutusohjelma Suuntautumisvaihtoehto Viestintä 3D-visualisointi Tekijä Arttu Mäki Työn nimi Tasosuunnittelu Source Engine -pelimoottorilla Työn ohjaaja/ohjaajat Kristian Simolin Työn laji Aika Numeroidut sivut + liitteiden sivut Opinnäytetyö 31.5.2009 31 TIIVISTELMÄ Opinnäytetyön tutkimuksen kohteena selvitettiin ja ratkaistiin yleisiä ongelmia ja haasteita liittyen Valve Softwaren kehittämään, Source Engine –pelimoottorilla toimivaan tasosuunnit- teluohjelmaan ja sen käyttöön. Työ käy läpi tärkeimmät suunnitteluun liittyvät työtavat geometrian rakentamisesta valaistuksen määrittämiseen. Työnä esitellään Valve Softwarelle 2008 keväällä myyty projekti ”Fastlane”, josta tuli yksi virallisista kartoista Team Fortress 2 – moninpeliin. Tasosuunnittelulla tarkoitetaan kentän rakentamista alkuperäisten suunnitelmien perusteella aina toimivaksi pelikentäksi asti. Kenttään rakennetaan pelimekaaniset elementit, valaistus, mallit ja äänet. Opinnäytetyössä on tarkasteltu pelisuunnittelun historiaa, yritysten taustaa, sekä käyty läpi käytettävän ohjelmiston työkalut ja toiminnot. Työssä on käytetty apuna laajaa valikoimaa eri lähdemateriaaleja koskien taso- ja pelisuun- nittelua ja käyty läpi tapauskohtaisesti se, miten voitaisiin selvitä prosessista mahdollisim- man tehokkaasti hyödyntäen Valve Softwaren tarjoamia monipuolisia työkaluja. Teos/Esitys/Produktio Säilytyspaikka Metropolia Ammattikorkeakoulu Avainsanat tasosuunnittelu, -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
From Doom and Gloom to BOOM and Bloom
Cloud Programming: From Doom and Gloom to BOOM and Bloom Peter Alvaro, Neil Conway Faculty Recs: Joseph M. Hellerstein, RasDslav Bodik Collaborators: Tyson Condie, Bill Marczak, Rusty Sears UC Berkeley WriDng reliable, scalable distributed soLware remains extremely difficult Three Hardware Trends 1. Cloud Compung 2. Powerful, heterogeneous mobile clients 3. Many-Core ImplicaDons 1. Nearly every non-trivial program will be physically distributed 2. Increasingly heterogeneous clients, unpredictable cloud environments 3. Distributed programming will no longer be confined to highly-trained experts The Anatomy of a Distributed Program • In a typical distributed program, we see: – CommunicaDon, messaging, serializaDon – Event handling – Concurrency, coordinaon – Explicit fault tolerance, ad-hoc error handling • What are we looking for? – Correctness (safety, liveness, …) – Conformance to specificaDon – High-level performance properDes; behavior under network edge-cases Data-Centric Programming • Goal: Fundamentally raise the level of abstracon for distributed programming • MapReduce: data-centric batch programming – Programmers apply transforma-ons to data sets • Can we apply a data-centric approach to distributed programming in general? Bloom and BOOM 1. Bloom: A high-level, data-centric language designed for distributed compuDng 2. BOOM: Berkeley Orders of Magnitude – OOM bigger systems in OOM less code – Use Bloom to build real distributed systems Agenda: FoundaDon • Begin with a precise formal semanDcs – Datalog w/ negaDon, state update, and -
Driver Riva Tnt2 64
Driver riva tnt2 64 click here to download The following products are supported by the drivers: TNT2 TNT2 Pro TNT2 Ultra TNT2 Model 64 (M64) TNT2 Model 64 (M64) Pro Vanta Vanta LT GeForce. The NVIDIA TNT2™ was the first chipset to offer a bit frame buffer for better quality visuals at higher resolutions, bit color for TNT2 M64 Memory Speed. NVIDIA no longer provides hardware or software support for the NVIDIA Riva TNT GPU. The last Forceware unified display driver which. version now. NVIDIA RIVA TNT2 Model 64/Model 64 Pro is the first family of high performance. Drivers > Video & Graphic Cards. Feedback. NVIDIA RIVA TNT2 Model 64/Model 64 Pro: The first chipset to offer a bit frame buffer for better quality visuals Subcategory, Video Drivers. Update your computer's drivers using DriverMax, the free driver update tool - Display Adapters - NVIDIA - NVIDIA RIVA TNT2 Model 64/Model 64 Pro Computer. (In Windows 7 RC1 there was the build in TNT2 drivers). http://kemovitra. www.doorway.ru Use the links on this page to download the latest version of NVIDIA RIVA TNT2 Model 64/Model 64 Pro (Microsoft Corporation) drivers. All drivers available for. NVIDIA RIVA TNT2 Model 64/Model 64 Pro - Driver Download. Updating your drivers with Driver Alert can help your computer in a number of ways. From adding. Nvidia RIVA TNT2 M64 specs and specifications. Price comparisons for the Nvidia RIVA TNT2 M64 and also where to download RIVA TNT2 M64 drivers. Windows 7 and Windows Vista both fail to recognize the Nvidia Riva TNT2 ( Model64/Model 64 Pro) which means you are restricted to a low. -
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 -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
Development of Synthetic Cameras for Virtual Commissioning
DEVELOPMENT OF SYNTHETHIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineer 2020 DEVELOPMENT OF SYNTHETIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineering Bachelor Level 30 ECTS Spring term 2020 Francisco Vico Arjona Daniel Pérez Torregrosa Company supervisor: Mikel Ayani University supervisor: Wei Wang Examiner: Stefan Ericson 1 DEVELOPMENT OF SYNTHETHIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineer 2020 Abstract Nowadays, virtual commissioning has become an incredibly useful technology which has raised its importance hugely in the latest years. Creating virtual automated systems, as similar to reality as possible, to test their behaviour has become into a great tool for avoiding waste of time and cost in the real commissioning stage of any manufacturing system. Currently, lots of virtual automated systems are controlled by different vision tools, however, these tools are not integrated in most of emulation platforms, so it precludes testing the performance of numerous virtual systems. This thesis intends to give a solution to this limitation that nowadays exists for virtual commissioning. The main goal is the creation of a synthetic camera that allows to obtain different types of images inside any virtual automated system in the same way it would have been obtained in a real system. Subsequently, a virtual demonstrator of a robotic cell controlled by computer vision is developed to show the immense opportunities that synthetic camera can open for testing vision systems. 2 DEVELOPMENT OF SYNTHETIC CAMERAS FOR VIRTUAL COMMISSIONING Bachelor Degree Project in Automation Engineering 2020 Certify of Authenticity This thesis has been submitted by Francisco Vico Arjona and Daniel Pérez Torregrosa to the University of Skövde as a requirement for the degree of Bachelor of Science in Production Engineering. -
Talent Development: a ‘MUST’ for a PROMISING FUTURE
08_Mar_1_for pdf.qxp 2/21/08 4:53 PM Page 501 Talent Development: A ‘MUST’ FOR A PROMISING FUTURE Ms. Roberts points out that when we plan to establish P-16 systems, we must be sure that they are flexible enough to allow all students to learn what they are ready to learn when they are ready to learn it. JULIA LINK ROBERTS RE your children breaking an “ac- portunities to make progress. No one is limited in what ademic sweat”? This question is es- he or she can learn because of age, but rather learning sential, for it addresses the need to experiences are planned to match the level at which the work hard to reach a goal. Parents child is ready to learn. Student talents are accommodat- and educators often resort to an analogy between athletics and academics in an effort to bring children around onA the matter of the dual importance of hard work and talent. No athlete becomes a cham- pion without facing challenges. No athlete ex- cels without expert coaching. The same holds true for all talent areas. Schools that offer var- sity sports need to offer varsity-level opportu- nities in academic and artistic areas as well. In the movement toward an integrated P-16 system of education, we need to address a num- ber of questions about talent development. Why is talent development important for society in general? What must be in place in a P-16 sys- tem in order to nurture the development of tal- ent in a school and throughout a school system? And what must be in place to develop top talent? What factors erect barriers to talent development? In ed in a variety of areas, whether in academic subjects, in this article, I will meld key concepts in the develop- the arts, or in athletics. -
THE GAME THAT NEVER DIES Index
GPS • RUSSET POTATOES • THERMOSTAT • GAME & WATCH • COMMODORE 64 THE GAME THAT NEVER DIES IndeX Doom Re-Master Wadazine Introduction ........................................................... 4 Doom, the Game that Never Dies ....................................................................... 5 Master Recommendation 1: Akeldama .............................................................. 8 WAD Corner: Memento Mori ................................................................................................ 10 Japanese Community Project ........................................................................ 11 Vrack 1, 2, and 3 ............................................................................................ 12 Monuments of Mars ....................................................................................... 13 Shadows of the Nightmare Realm ................................................................ 14 NewStuff on Doomworld ................................................................................... 15 Pictures Gallery ................................................................................................. 16 WRITERS OF THIS FIRST ISSUE: Endless VERY SPECIAL THANKS TO: Doomkid, Chris Hansen, and Ryath, our hosts. Bridgerburner56, Major Arlene, Gaia74 and Taufan99, server mods and advisers. 4MaTC and Nikoxenos, our Wadazine editors & wizards. Elend, designer of every single Wadazine logo and related. Clueless, my best friend and extremely supportive for everything. ‹rd›, for giving me some -
Summoners War Water Imp
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