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Scripting Engine for Execution of Experimental Scripts on Ttü Nanosatellite
TALLINN UNIVERSITY OF TECHNOLOGY School of Information Technologies Department of Software Science Sander Aasaväli 142757IAPB SCRIPTING ENGINE FOR EXECUTION OF EXPERIMENTAL SCRIPTS ON TTÜ NANOSATELLITE Bachelor’s thesis Supervisor: Martin Rebane MSc Lecturer Co-Supervisor: Peeter Org Tallinn 2017 TALLINNA TEHNIKAÜLIKOOL Infotehnoloogia teaduskond Tarkvarateaduse instituut Sander Aasaväli 142757IAPB INTERPRETAATOR TTÜ NANOSATELLIIDIL EKSPERIMENTAALSETE SKRIPTIDE KÄIVITAMISEKS Bakalaureusetöö Juhendaja: Martin Rebane MSc Lektor Kaasjuhendaja: Peeter Org Tallinn 2017 Author’s declaration of originality I hereby certify that I am the sole author of this thesis. All the used materials, references to the literature and the work of others have been referred to. This thesis has not been presented for examination anywhere else. Author: Sander Aasaväli 22.05.2017 3 Abstract Main subject for this thesis is choosing a scripting engine for TTÜ (Tallinna Tehnikaülikool) nanosatellite. The scripting engine must provide functionality, like logging, system debugging, determination, and perform certain tasks, like communicating with the bus, file writing and reading. The engine’s language must be powerful enough to fill our needs, yet small and simple enough to have as small flash and RAM (Random Access Memory) footprint as possible. The scripting engine should also be implemented on an external board (STM32f3discovery). This way the engine’s flash footprint, RAM footprint and performance can be tested in our conditions. The outcome was that, both Pawn and My-Basic were implemented on the external board. The flash and RAM footprint tests along with performance tests were executed and results were analysed. This thesis is written in English and is 38 pages long, including 5 chapters, 6 figures and 2 tables. -
Tomasz Dąbrowski / Rockhard GIC 2016 Poznań WHAT DO WE WANT? WHAT DO WE WANT?
WHY (M)RUBY SHOULD BE YOUR NEXT SCRIPTING LANGUAGE? Tomasz Dąbrowski / Rockhard GIC 2016 Poznań WHAT DO WE WANT? WHAT DO WE WANT? • fast iteration times • easy modelling of complex gameplay logic & UI • not reinventing the wheel • mature tools • easy to integrate WHAT DO WE HAVE? MY PREVIOUS SETUP • Lua • not very popular outside gamedev (used to be general scripting language, but now most applications seem to use python instead) • even after many years I haven’t gotten used to its weird syntax (counting from one, global variables by default, etc) • no common standard - everybody uses Lua differently • standard library doesn’t include many common functions (ie. string.split) WHAT DO WE HAVE? • as of 2016, Lua is still a gold standard of general game scripting languages • C# (though not scripting) is probably even more popular because of the Unity • Unreal uses proprietary methods of scripting (UScript, Blueprints) • Squirrel is also quite popular (though nowhere near Lua) • AngelScript, Javascript (V8), Python… are possible yet very unpopular choices • and you can always just use C++ MY CRITERIA POPULARITY • popularity is not everything • but using a popular language has many advantages • most problems you will encounter have already been solved (many times) • more production-grade tools • more documentation, tutorials, books, etc • most problems you will encounter have already been solved (many times) • this literally means, that you will be able to have first prototype of anything in seconds by just copying and pasting code • (you can -
Ultimate++ Forum
Subject: AngelScript - AngelCode Scripting Library Posted by Sender Ghost on Fri, 18 Nov 2011 09:37:26 GMT View Forum Message <> Reply to Message Homepage: http://www.angelcode.com/angelscript/ License: zlib Version: 2.30.0 (February 22nd, 2015) Description: The AngelCode Scripting Library, or AngelScript as it is also known, is an extremely flexible cross-platform scripting library designed to allow applications to extend their functionality through external scripts. It has been designed from the beginning to be an easy to use component, both for the application programmer and the script writer. Efforts have been made to let it call standard C functions and C++ methods with little to no need for proxy functions. The application simply registers the functions, objects, and methods that the scripts should be able to work with and nothing more has to be done with your code. The same functions used by the application internally can also be used by the scripting engine, which eliminates the need to duplicate functionality. For the script writer the scripting language follows the widely known syntax of C/C++, but without the need to worry about pointers and memory leaks. Contrary to most scripting languages, AngelScript uses the common C/C++ datatypes for more efficient communication with the host application. Documentation: http://www.angelcode.com/angelscript/documentation.html In the attachments you could find AngelScript source code, add-ons, samples, converted to U++ packages and documentation. To note: There were minor changes for include files for original sources to adapt for U++ package structure. Edit: Updated to 2.30.0 version. -
1. with Examples of Different Programming Languages Show How Programming Languages Are Organized Along the Given Rubrics: I
AGBOOLA ABIOLA CSC302 17/SCI01/007 COMPUTER SCIENCE ASSIGNMENT 1. With examples of different programming languages show how programming languages are organized along the given rubrics: i. Unstructured, structured, modular, object oriented, aspect oriented, activity oriented and event oriented programming requirement. ii. Based on domain requirements. iii. Based on requirements i and ii above. 2. Give brief preview of the evolution of programming languages in a chronological order. 3. Vividly distinguish between modular programming paradigm and object oriented programming paradigm. Answer 1i). UNSTRUCTURED LANGUAGE DEVELOPER DATE Assembly Language 1949 FORTRAN John Backus 1957 COBOL CODASYL, ANSI, ISO 1959 JOSS Cliff Shaw, RAND 1963 BASIC John G. Kemeny, Thomas E. Kurtz 1964 TELCOMP BBN 1965 MUMPS Neil Pappalardo 1966 FOCAL Richard Merrill, DEC 1968 STRUCTURED LANGUAGE DEVELOPER DATE ALGOL 58 Friedrich L. Bauer, and co. 1958 ALGOL 60 Backus, Bauer and co. 1960 ABC CWI 1980 Ada United States Department of Defence 1980 Accent R NIS 1980 Action! Optimized Systems Software 1983 Alef Phil Winterbottom 1992 DASL Sun Micro-systems Laboratories 1999-2003 MODULAR LANGUAGE DEVELOPER DATE ALGOL W Niklaus Wirth, Tony Hoare 1966 APL Larry Breed, Dick Lathwell and co. 1966 ALGOL 68 A. Van Wijngaarden and co. 1968 AMOS BASIC FranÇois Lionet anConstantin Stiropoulos 1990 Alice ML Saarland University 2000 Agda Ulf Norell;Catarina coquand(1.0) 2007 Arc Paul Graham, Robert Morris and co. 2008 Bosque Mark Marron 2019 OBJECT-ORIENTED LANGUAGE DEVELOPER DATE C* Thinking Machine 1987 Actor Charles Duff 1988 Aldor Thomas J. Watson Research Center 1990 Amiga E Wouter van Oortmerssen 1993 Action Script Macromedia 1998 BeanShell JCP 1999 AngelScript Andreas Jönsson 2003 Boo Rodrigo B. -
ANY-ANGLE PATH PLANNING by Alex Nash a Dissertation Presented
ANY-ANGLE PATH PLANNING by Alex Nash A Dissertation Presented to the FACULTY OF THE USC GRADUATE SCHOOL UNIVERSITY OF SOUTHERN CALIFORNIA In Partial Fulfillment of the Requirements for the Degree DOCTOR OF PHILOSOPHY (COMPUTER SCIENCE) August 2012 Copyright 2012 Alex Nash Table of Contents List of Tables vii List of Figures ix Abstract xii Chapter 1: Introduction 1 1.1 PathPlanning .................................... 2 1.1.1 The Generate-Graph Problem . 3 1.1.2 Notation and Definitions . 4 1.1.3 TheFind-PathProblem. 5 1.2 Hypotheses and Contributions . ..... 12 1.2.1 Hypothesis1 ................................ 12 1.2.2 Hypothesis2 ................................ 12 1.2.2.1 Basic Theta*: Any-Angle Path Planning in Known 2D Envi- ronments............................. 14 1.2.2.2 Lazy Theta*: Any-Angle Path Planning in Known 3D Envi- ronments............................. 14 1.2.2.3 Incremental Phi*: Any-Angle Path Planning in Unknown 2D Environments .......................... 15 1.3 Dissertation Structure . ..... 17 Chapter 2: Path Planning 18 2.1 Navigation...................................... 18 2.2 PathPlanning .................................... 19 2.2.1 The Generate-Graph Problem . 20 2.2.1.1 Skeletonization Techniques . 21 2.2.1.2 Cell Decomposition Techniques . 27 2.2.1.3 Hierarchical Generate-Graph Techniques . 34 2.2.1.4 The Generate-Graph Problem in Unknown 2D Environments . 35 2.2.2 TheFind-PathProblem. 39 2.2.2.1 Single-Shot Find-Path Algorithms . 39 2.2.2.2 Incremental Find-Path Algorithms . 43 2.2.3 Post-Processing Techniques . 46 2.2.4 Existing Any-Angle Find-Path Algorithms . ...... 48 ii 2.3 Conclusions..................................... 50 Chapter 3: Path Length Analysis on Regular Grids (Contribution 1) 52 3.1 Introduction................................... -
A Classification of Scripting Systems for Entertainment and Serious
Published in Proceedings of VS-GAMES 2011: 3rd International Conference on Games and Virtual Worlds for Serious Applications, pages 47-54; definitive version available from http://dx.doi.org/10.1109/VS-GAMES.2011.13 A Classification of Scripting Systems for Entertainment and Serious Computer Games Eike Falk Anderson Interactive Worlds ARG Coventry University Coventry, UK [email protected] Abstract—The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement propri- etary languages, others use existing scripting systems that have been modified according to the game engine’s requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes. Index Terms—Data-Driven Game Development, Scripting Language Classification. Fig. 1. A typical game engine. If the engine core includes a scripting system, then application specific scripts are loaded as external game assets and there I. INTRODUCTION may be no other application specific code. The computer games industry is still a young industry which continues to have a lot of potential for growth. This is especially so, since games have broken out of the domain Consequently it is no surprise that scripting systems are of pure entertainment and are now used in a wide variety of considered one of the most important developer tools that are different situations. -
Esim Games Web Store (For Details, See Below)
P.O. Box 654 ○ Aptos, CA 95001 ○ USA PE 4.162 Release Notes Fax: +1-(650)-257-4703 SB Pro PE 4.162 (Update) Version History and Release Notes This is a full installer for SB Pro PE which requires the uninstallation of prior versions. Changes to prior version 4.161 will be highlighted like in this example. Installation instructions can be found from page 3 of this document. We recommend reading this document with a dedicated PDF viewer capable of showing the embedded table of content for easier navigation. Note: This Steel Beasts version will not run without an existing license for SB Pro PE 4.1! This software is 64 bit only. Licenses may be purchased from the eSim Games web store (for details, see below): https://www.esimgames.com/?page_id=1530 The Edge browser will fail with license activations; we recommend using a different browser when visiting the WebDepot to claim your license ticket. This is a preliminary document to complement the version 4.1 User’s Manual. This document summarizes all changes since version 4.023 (December 2017), 4.156/4.157/4.159/4.160, and changes since version 4.161 (September 2019). Previous Release Notes can be found on the eSim Games Downloads page: www.eSimGames.com/Downloads.htm Final Version — For Public Release 20-Dec-2019 P.O. Box 654 ○ Aptos, CA 95001 ○ USA PE 4.162 Release Notes Fax: +1-(650)-257-4703 Hardware recommendations …are largely unchanged from version 4.0 SB Pro PE 4.1 requires a 64 bit Windows version, starting with Windows 7 or higher. -
Downloaded the Latest Game Update from Xbox LIVE
The Witcher® is a trademark of CD Projekt S. A. The Witcher game © CD Projekt S. A. All rights reserved. The Witcher game is based on a novel of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners. WB GAMES LOGO, WB SHIELD: ™ & © Warner Bros. Entertainment Inc. (s12) KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. GAME MANUAL WARNING Before playing this game, read the Xbox 360® console and accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to www.xbox.com/support. Important Health Warning About Playing Video Games Photosensitive seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. -
Issue Full File
SAKARYA ÜNİVERSİTESİ FEN BİLİMLERİ ENSTİTÜSÜ DERGİSİ SAKARYA UNIVERSITY JOURNAL OF SCIENCE PART A 21(1), 2017 @ Doç.Dr. Emrah DOĞAN [email protected] www.dergipark.gov.tr/saufenbilder ŞUBAT / FEBRUARY 2017 e-ISSN: 2147-835X SAKARYA ÜNİVERSİTESİ FEN BİLİMLERİ ENSTİTÜSÜ DERGİSİ EDİTÖR LİSTESİ SAKARYA ÜNİVERSİTESİ FEN BİLİMLERİ BİLİMLERİ FEN ÜNİVERSİTESİ SAKARYA Editörler: Ahmet Zengin, Cüneyt Bayılmış, Kerem Küçük A GRUBU Bölüm Editörleri S , YAYIN PLANI DERGİSİ ENSTİTÜSÜ BİLGİSAYAR MÜH. + SİBER GÜVENLİK ELEKTRİK-ELEKTRONİK MÜH. BİYOMEDİKAL MÜH. BİLİŞİM SİSTEMLERİ O T T AHMET ZENGİN Sakarya Uni. İHSAN PEHLİVAN Sakarya Uni. MUSTAFA BOZKURT Sakarya Uni. HALİL YİĞİT Kocaeli Uni. A S B U CÜNEYT BAYILMIŞ Sakarya Uni. YILMAZ UYAROĞLU Sakarya Uni. ARİF OZKAN Düzce Üniv U Ğ KEREM KÜÇÜK Kocaeli Uni. SEZGİN KAÇAR Sakarya Uni. Ş A DEVRİM AKGÜN Sakarya Uni. Editörler: Emrah Doğan, Beytullah Eren Bölüm Editörleri İNŞAAT MÜH. JEOFİZİK MÜH. ÇEVRE MÜH. MİMARLIK EMRAH DOĞAN Sakarya Uni. MURAT UTKUCU Sakarya Uni. BEYTULLAH EREN Sakarya Uni. TAHSİN TURĞAY Sakarya Uni. PETER CLAISSE Coventry Uni. ALİ PINAR Boğaziçi Uni. NİLGÜN BALKAYA İstanbul Uni. JAMEL KHATIB Uni. Wolverhampton A.S. ERSES YAY Sakarya Uni. OSMAN KIRTEL Sakarya Uni. AHMET AYGÜN Bursa Teknik ALİ SARIBIYIK Sakarya Uni. B GRUBU İnan Keskin Karabük Uni. İM ERTAN BOL Sakarya Uni. K , E Editörler: Serkan Zeren N A Bölüm Editörleri İS MAKİNA TASARIMI METALURJİ VE MALZEME MÜH. MEKATRONİK MÜH. MAKİNA VE ENERJİ N HÜSEYİN PEHLİVAN Sakarya Uni. MUSTAFA KURT Ahi Evran Uni. SERKAN ZEREN Kocaeli Uni YUSUF ÇAY Sakarya Uni. ÖZGÜL KELEŞ Istanbul Teknik Uni FARUK YALÇIN Sakarya Uni. ZAFER BARLAS Sakarya Uni. BARIŞ BORU Sakarya Uni. -
Overload Journal 95
OVERLOAD CONTENTS OVERLOAD 95 February 2010 Overload is a publication of ACCU ISSN 1354-3172 For details of ACCU, our publications Editor Ric Parkin and activities, visit the ACCU website: [email protected] www.accu.org Advisors Richard Blundell [email protected] Matthew Jones [email protected] 4 One Approach to Using Hardware Registers Alistair McDonald in C++ [email protected] Martin Moene encapsulates low level register access Roger Orr for testing. [email protected] Simon Sebright 12 The Model Student: A Game of Six Integers [email protected] (Part 1) Anthony Williams [email protected] Richard Harris analyses a popular game show. Advertising enquiries 19 Simplifying the C++/Angelscript Binding [email protected] Process Stuart Golodetz hooks in a scripting language. Cover art and design Pete Goodliffe 24 Quality Matters: Diagnostic Measures [email protected] Matthew Wilson investigates the recls library. Copy deadlines All articles intended for publication in Overload 96 should be submitted by 1st March 2010 and for Overload 97 by 1st May 2010. ACCU Copyrights and Trade Marks ACCU is an organisation of programmers Some articles and other contributions use terms that are either registered trade marks or claimed who care about professionalism in as such. The use of such terms is not intended to support nor disparage any trade mark claim. programming. That is, we care about On request we will withdraw all references to a specific trade mark and its owner. writing good code, and about writing it in By default, the copyright of all material published by ACCU is the exclusive property of the author. -
C++ Best Practices
C++ Best Practices Table of Contents Preface 0 Use the Tools Available 1 Style 2 Considering Safety 3 Considering Maintainability 4 Considering Portability 5 Considering Threadability 6 Considering Performance 7 Enable Scripting 8 Further Reading 9 Final Thoughts 10 2 C++ Best Practices Preface C++ Best Practices: A Forkable Coding Standards Document This document is meant to be a collaborative discussion of the best practices in C++. It complements books such as Effective C++ (Meyers) and C++ Coding Standards (Alexandrescu, Sutter). We fill in some of the lower level details that they don't discuss and provide specific stylistic recommendations while also discussing how to ensure overall code quality. In all cases brevity and succinctness is preferred. Examples are preferred for making the case for why one option is preferred over another. If necessary, words will be used. C++ Best Practices by Jason Turner is licensed under a Creative Commons Attribution- NonCommercial 4.0 International License. Disclaimer This document is based on my personal experiences. You are not supposed to agree with it 100%. It exists as a book on GitHub so that you can fork it for your own uses or submit back proposed changes for everyone to share. Preface 3 C++ Best Practices Use The Tools Available An automated framework for executing these tools should be established very early in the development process. It should not take more than 2-3 commands to checkout the source code, build, and execute the tests. Once the tests are done executing, you should have an almost complete picture of the state and quality of the code. -
Game Developer
>> REVIEWED MICROSOFT PROJECT 2007 AUGUST 2008 THE LEADING GAME INDUSTRY MAGAZINE >> AI! AI! AI! AI! >> ALL FIRED UP >> INTERVIEW ARTIFICIAL INTELLIGENCE THE SHOOTER AND HIROKAZU YASUHARA ON MIDDLEWARE ROUNDUP SHOOTEE DISCONNECT GAME DESIGN METHODS POSTMORTEM: PennyTHE Arcade Adventures: On the Rain-Slick LEADINGPrecipice of Darkness GAME INDUSTRY MAGAZINE DISPLAY UNTIL DECEMBER 15, 2003 0808gd_cover_vIjf.indd 1 7/17/08 12:43:51 PM ImageMetrics_Sig08Ad_HR1.pdf 7/11/08 12:58:17 PM I Am the Future of Facial Animation Meet Me at Siggraph 2008 C M Y CM Booth 1229 MY CY CMY K See How I Was Created: 8/13/08 1:00-2:30pm Room #2 Superior Facial Animation. Simplified. www.image-metrics.com US Office: +1 (310) 656 6565 UK Office: +44 (0) 161 242 1800 © 2008. Image Metrics, Inc. All rights reserved. []CONTENTS AUGUST 2008 VOLUME 15, NUMBER 7 FEATURES 7 GAME BRAINS Artificial Intelligence middleware is coming into its own as a crucial tool for modern game development. In this market overview we take a look at eight products that aim to make thinking machines a reality. By Jeffrey Fleming 15 READY, AIM, FIRE! In first person shooters, there is often a disconnect between the location of the gun on 7 the screen and the destination of an in-game bullet. Here, Adam Hunter scans different models that seek to rectify the problem, and draws a few conclusions of his own. By Adam Hunter 28 18 INTERVIEW: HIROKAZU YASUHARA 15 Hirokazu Yasuhara was the third person to join Sonic Team, even before it was so- named.