A Game-Engine-Based Platform for Modeling and Computing Artificial Transportation Systems
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Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades. -
October 1998
OCTOBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN It’s First and Goal for EDITOR IN CHIEF Alex Dunne [email protected] MANAGING EDITOR Tor D. Berg [email protected] Fantasy Sports DEPARTMENTS EDITOR Wesley Hall whall@mfi.com his fall, as the leaves turn success stories. Unlike the traditional ART DIRECTOR Laura Pool lpool@mfi.com shades of orange and the days studio’s royalty revenue model, SWS has EDITOR-AT-LARGE Chris Hecker grow shorter, one of the two revenue streams: a two-year licens- [email protected] largest, most massively multi- ing agreement to develop more than 40 CONTRIBUTING EDITORS Jeff Lander T [email protected] player games picks up steam and sucks online games for CNN/SI (http://base- in participants. It’s a role-playing game ball.cnnsi.com), plus revenue from ban- Mel Guymon [email protected] that draws tens of thousands (gads, ner advertising displayed on the CNN/SI Omid Rahmat probably more) of players, and if my game’s web pages, which garner 50 mil- [email protected] predictions are right, it will be one of lion page views per month. Surprisingly, ADVISORY BOARD Hal Barwood the most popular attractions on the and in contrast to most commercial fan- Noah Falstein eventual TV set-top box. I’m talking tasy leagues, some of the CNN/SI Brian Hook about fantasy football leagues. leagues are free for participants and Susan Lee-Merrow It’s taken quite a bit of time for me to offer cash prizes for winners. These are Mark Miller 2 accept the fact that fantasy league sports the guppy leagues which, hopefully, (there are also fantasy leagues for base- entice the most enthusiastic players to COVER IMAGE Epic MegaGames ball, hockey, and perhaps even pro join the premiere leagues for $15. -
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++, -
Game Engine Licensing Will Also Cut Down the Development Time, Which Is Good for the Project Funding
Helsinki School of Economics and Business Administration ABSTRACT Department of Economics - Technology Management and Policy Master’s Thesis July 31, 2000 Jens Wilke SOFTWARE LICENSING IN INTERACTIVE ENTERTAINMENT INDUSTRY Research Problem and Objectives of the Study The objective of the study is to study licensing of software development tools in the interactive entertainment industry. First objective was to find a market model describing the industry. Second objective was to study how well tools like game theory used in industrial economics could be applied in this industry branch. Additional points of interest were company strategies, especially including the aspects of technology leadership and product pricing. A study was conducted in order to find out, if discriminatory pricing practices were used in the industry. Data and Methodology The work began with an overall study of the industry in order to find out the industry characteristics. Many of the assumed facts originate from the openly published interviews of the prominent developers, and some of the information came directly from personal interviews or communication via email. One problem in the study was that pricing and licensing information wasn’t very easily available. This was due to the fact that many companies considered that as sensitive information and weren’t willing to disclose their pricing strategy. At the end of this work a case considering the Finnish company Hybrid Holding Ltd. was conducted. Interviews and studies using several Internet search engines and screenings of Internet news groups were used to study Hybrid’s position in the industry. As the industry is young and in constant change, unfortunately no larger amounts of data could be gathered in order to study the market using statistic tools or to apply models game theory. -
In Scientific Research
Michael Lewis and Jeffrey Jacobson GAME ENGINES IN SCIENTIFIC RESEARCH SERIOUS COMPUTATIONAL province of the military and high-end VR labs seek- ing to drive costly peripherals such as Caves, data- RESULTS ARE DERIVED FROM gloves, and head-mounted displays (HMDs). In COMPUTER-BASED GAMES. the past two years, however, the situation has changed remarkably. Now the mass market for ix-figure workstations and custom soft- computer games, grown even larger than the movie ware are not producing the best graphics industry, has expropriated the best in computer or virtual reality simulations anymore. hardware and software for itself. The most sophisti- Today, the only way to have the fastest, cated rendering pipelines are now found not on most realistic simulations and sophisti- specialized scientific machines but on PC video Scated graphics is to trade down from the expensive cards costing less than $500. The most sophisti- gear to standard PCs running game software. Vir- cated, responsive interactive simulations are now tual reality (VR), augmented reality (AR), and found in the engines built to power games. high-fidelity physical simulation have long posed Despite the stigma of violence and gore associ- too high a barrier to entry for any but the most gen- ated with first-person games, there has been a long erously funded researchers. Significant advances in history of unpublicized cooperation between com- computer graphics in these areas have traditionally puter scientists and the game industry [1, 2]. depended on expensive, specialized graphics hard- Games have provided the first and sometimes the ware running on scientific workstations. High- only market for advanced graphics techniques, fidelity simulation/graphics software has also demonstrating the extent to which realism could remained an expensive niche market largely the be conjured up even from relatively weak graphics COMMUNICATIONS OF THE ACM January 2002/Vol. -
A Review of Applications of Computer Games in Education and Training
Session T4A A Review of Applications of Computer Games in Education and Training Felipe Arango, El-Sayed Aziz, Sven K. Esche and Constantin Chassapis Stevens Institute of Technology, Department of Mechanical Engineering, Hoboken, New Jersey 07030, USA [email protected], [email protected], [email protected] and [email protected] Abstract - Scientists, engineers and educators are rendering, audio output, in-game physics modeling, game increasingly using environments enabled by advanced logics, rudimentary artificial intelligence, user interactions cyberinfrastructure tools for their research, formal and as well as multi-user networking) and is usually informal education and training, career development accompanied by a software development kit (SDK). These and life-long learning. For instance, academic SDKs enable others to develop customized content that is institutions as well as private training and education then utilized in conjunction with the game engine. companies have recently started to explore the potential Currently, several computer game engines are commercially of commercially available multi-player computer game available and have been used by developers to create very engines for the development of virtual environments for realistic massive multiplayer game environments (e.g. instructional purposes. Most of these developments are World of Warcraft [2], Everquest II [3], Second Life [4]). At still in their early stages and are focused mainly on present, some of the better known commercial game engines investigating the suitability of interactive games for representing the cutting edge of technology in first person remote user interaction, content distribution and perspective graphics are Epic Game’s Unreal engine [5], id collaborative activities. Some of the ongoing projects Software’s DOOM 3 engine [6] and Valve Corporation’s have additional research objectives, such as the analysis Source engine [7]. -
Game AI in Delta3d
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games (CIG 2007) Game AI in Delta3D Christian J. Darken Bradley G. Anderegg Perry L. McDowell MOVES Institute/CS Dept. Alion Science and Technology Corp MOVES Institute Naval Postgraduate School banderegg at alionscience dot com Naval Postgraduate School cjdarken at nps dot edu mcdowell at nps dot edu Abstract—Delta3D is a GNU-licensed open source game space, we came up with a four-part philosophical credo upon engine with an orientation towards supporting “serious games” such as those with defense and homeland security applications. which we based building our game and simulation engine: AI is an important issue for serious games, since there is more pressure to “get the AI right”, as opposed to providing an 1. Maintain openness in all aspects to avoid lock-ins entertaining user experience. We describe several of our near- and increase flexibility. and longer-term AI projects oriented towards making it easier to build AI-enhanced applications in Delta3D. 2. Maintain the capability to support multiple genres, Keywords: Artificial Intelligence, Game Engines since we never know what type of application it will have to support next. I.INTRODUCTION Delta3D is a open source (Lesser GNU Public License 3. Build the engine in a modular fashion so that we (LPGL)) game engine created at the MOVES Institute, part can swap anything out as technologies mature at of the Naval Postgraduate School in Monterey. While different rates. originally designed for military game-based simulations, Delta3D can be used as the underlying architecture for a 4. -
Estudo Comparativo Entre Engines De Jogos
FACULDADE DE TECNOLOGIA, CIÊNCIAS E EDUCAÇÃO Graduação GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO Estudo comparativo entre engines de jogos Carlos Gabriel Agostinho Gonçalo Klinke Adinovam Henriques de Macedo Pimenta (Orientador) RESUMO A evolução das engines está agora se movendo para jogos mais realistas e tecnicamente ricos em vários campos, como a física, sons e renderização. Das primeiras engines até as engines mais atuais voltadas para jogos 3D, o objetivo do desenvolvimento permanece o mesmo: fornecer ao desenvolvedor uma plataforma para criar jogos exclusivos de tal maneira que os desenvolvedores não precisem escrever ou desenvolver o jogo a partir do zero, mas apenas implementar a ideia com a ajuda de uma engine. Desta maneira, muitos desenvolvedores (experientes ou iniciantes) têm encontrado nestas ferramentas a maneira mais simples, rápida e profissional de desenvolver novos jogos. Porém, com tantas engines disponíveis, o desenvolvedor precisa fazer uma escolha considerando os dados mais relevantes ao seu projeto. Este trabalho analisou dados de vários atributos relevantes ao processo de escolha considerando as 10 engines mais populares atualmente, servindo de conhecimento e auxílio à este processo decisório. Palavras-chave: Motores de jogos. Desenvolvimento de jogos. Jogos digitais. ABSTRACT The evolution of the game engines is now moving to more realistic and technically rich games in various fields such as physics, sounds and rendering. From the first enginesto the most current engines for 3D gaming, the goal of development remains the same: to provide the developer with a platform to create exclusive games in such a way that developers do not have to write or develop the game from scratch, but only implement the idea with the help of an engine. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)
University of Mississippi eGrove Electronic Theses and Dissertations Graduate School 2012 Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts) Chenchutta Denaye Jackson Follow this and additional works at: https://egrove.olemiss.edu/etd Part of the Computer Engineering Commons Recommended Citation Jackson, Chenchutta Denaye, "Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)" (2012). Electronic Theses and Dissertations. 147. https://egrove.olemiss.edu/etd/147 This Dissertation is brought to you for free and open access by the Graduate School at eGrove. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of eGrove. For more information, please contact [email protected]. VIRTUAL WORLDS AND CONSERVATIONAL CHANNEL EVOLUTION AND POLLUTANT TRANSPORT SYSTEMS (CONCEPTS) A Dissertation Submitted to the Faculty of the University of Mississippi in partial fulfillment of the requirements for the Degree of Doctor of Philosophy in the School of Engineering The University of Mississippi by CHENCHUTTA DENAYE CROSS JACKSON July 2012 Copyright © 2012 by Chenchutta Cross Jackson All rights reserved ABSTRACT Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that “restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential” [Shields et al., 2003]. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller .