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Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata -
Metadefender Core V4.17.3
MetaDefender Core v4.17.3 © 2020 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of MetaDefender Core 14 1. Quick Start with MetaDefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Process Files with MetaDefender Core 21 2. Installing or Upgrading MetaDefender Core 22 2.1. Recommended System Configuration 22 Microsoft Windows Deployments 22 Unix Based Deployments 24 Data Retention 26 Custom Engines 27 Browser Requirements for the Metadefender Core Management Console 27 2.2. Installing MetaDefender 27 Installation 27 Installation notes 27 2.2.1. Installing Metadefender Core using command line 28 2.2.2. Installing Metadefender Core using the Install Wizard 31 2.3. Upgrading MetaDefender Core 31 Upgrading from MetaDefender Core 3.x 31 Upgrading from MetaDefender Core 4.x 31 2.4. MetaDefender Core Licensing 32 2.4.1. Activating Metadefender Licenses 32 2.4.2. Checking Your Metadefender Core License 37 2.5. Performance and Load Estimation 38 What to know before reading the results: Some factors that affect performance 38 How test results are calculated 39 Test Reports 39 Performance Report - Multi-Scanning On Linux 39 Performance Report - Multi-Scanning On Windows 43 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
A Look Inside the Final Fantasy VII Game Engine
"Gears" A look Inside the Final Fantasy VII Game Engine. By Joshua Walker and the "Qhimm Team" Table of Contents Introduction History Engine Basics I. Parts of the Engine II. Generic Program Flow The Kernel I. Kernel Overview 1.1 History 1.2 Kernel Functionality II. Memory Management 1.1 RAM Management 1.2 PSX VRAM Management 1.3 PSX CD-ROM Management III. Game Resources 1.1 The KERNEL.BIN Archive 1.2 The KERNEL2.BIN Archive IV. Low Level Libraries 1. PC to PSX Comparison 1.1 Data Archives 1.1.1. BIN Archive format 1.1.2. LZS Compressed archive for PSX 1.1.3. LGP Archive format for PC 2. Textures 2.1. TIM texture data format for PSX 2.1.1 Basic Terms 2.1.2 TIM File Format 2.2. TEX texture data format for PC 3. File Formats For 3D Models 3.. Model format for PSX 3.2. Model formats for PC 3.2.1. HRC Hierarchy data format for PC 3.2.2. RSD Resource Data format for PC 3.2.3. "P" Polygon data format for PC The Menu Module I. Menu Overview II. Menu Initialization III. Menu Modules 1. Begin 2. Party 3. Item 4. Magic 5. Eqip 6. Stat 7. Change 8. Limit 9. Config. 10. Form 11. Save 12. Name 13. Shop VI. Calling the various menus V. Menu dependencies VI. Save Game Format The Field Module I. Field Overview - A Look at the Debug Rooms 1. Kitase's Room(北) 2. Kyounen's Room(京) 3. Nojima's Room(野) 4. -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
New Rocket Guide
National Aeronautics and Space Administration Educator Guide 1 www.nasa.gov rockets U S AAA eates an eaction rocket U N I Pronunciation: \rä-kət\ noun (It rocchetta) T ockets are self- E D A vehicle, typically cylindrical, containing liquidS or solid T propellants which produce hot gases or ionsA that are ejected T rearward through a nozzle and, in doing so,E cr action force accompanied by an opposite Sand equal r force driving the vehicle forward. Because r contained, they are able to operate in outer space. DISCOVERY 2 National Aeronautics and Space Administration ROCKETS Educator’s Guide with Activities in Science, Technology, Engineering and Mathematics This publication is in the Public Domain and is not protected by copyright. Permission is not required for duplication. EG-2008-05-060-KSC 3 Acknowledgements The original Rockets Teacher Guide was Special Thanks To: published by NASA’s Education Division in the NASA Headquarters mid-1990s. It has found widespread use in Jerry G. Hartman both formal and informal educational settings Merrill King, Ph.D. because of the exciting nature of the topic and Allota Taylor because of its dynamic classroom activities Carla Rosenberg that match and support both national and state education standards for science, mathematics, Special appreciation is extended and technology. to NASA's Exploration Systems Mission Direcorate and Space This revision of the guide, by the original Operations Mission Directorate authors, updates educators on NASA’s 21st for their generosity and Century Space Exploration Policy and the commitment to the continuation vehicles that will make this vision possible. -
Architectonics of Game Spaces
Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces Architecture | Volume 50 Andri Gerber (PhD), born in 1974, is Professor for the History of Urban Design at the ZHAW in Winterthur. He is an expert of metaphors in the context of ar- chitecture and urban design. His research interests turn around the concept of space, from a phenomenological, a political and more recently from a cognitive perspective. Ulrich Götz, born in 1971, is Professor at the ZHdK Zurich University of the Arts, heading the ZHdK Subject Area in Game Design. Trained as an architect, he discusses comparable strategies of spatial design in architecture and game spaces. He has built up extensive experience in research and development of serious and applied games. His university teaching focuses on the analysis and design of game mechanics, game concepts, motivation design, and spatial de- sign in virtual environments. Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces The Spatial Logic of the Virtual and Its Meaning for the Real An electronic version of this book is freely available, thanks to the support of libraries working with Knowledge Unlatched. KU is a collaborative initiative de- signed to make high quality books Open Access for the public good. The Open Access ISBN for this book is 978-3-8394-4802-1. More information about the initiative and links to the Open Access version can be found at www.knowledgeunlatched.org. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Na- tionalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de This work is licensed under the Creative Commons Attribution-NonCommercial-No- Derivatives 4.0 (BY-NC-ND) which means that the text may be used for non-commercial purposes, provided credit is given to the author. -
Adventures in Rocket Science Educator Guide
Educational Guide Grades Educators K–12 EG-2007-12-179-MSFC Acknowledgements Adventures in Rocket Science is an expansion of the NASA guidebook Rockets by Deborah Shearer, Greg Vogt and Carla Rosenberg. New and additional material was written and compiled by: Vince Huegele, Marshall Space Flight Center Scientist and National Association of Rocketry (NAR) Education Chair Kristy Hill, Education Specialist for WILL Technology, NASA Marshall Space Flight Center Brenda Terry, Executive Director, Alabama Mathematics, Science and Technology Education Coalition (AMSTEC) This document was produced through The NASA Explorer Institute (NEI) Funding for the development of this rocketry guidebook for Informal Education was provided by NASA Explorer Institute and directed by the Marshall Space Flight Center Academic Affairs Office 2008. i Table of Contents Adventures in Rocket Science Activity Matrix ....................................................................... v Standards ............................................................................................................................... vi How to Use this Guide ........................................................................................................... vii Adventures in Rocket Science Introduction: Flight of a Model Rocket .................................. 1 Practical Rocketry .................................................................................................................. 7 A Brief History of Rockets ..................................................................................................... -
2D Fighter Maker 2Nd. O 2D Fighter Maker 2Nd. (Ou Fm2k2) É Uma
2D Fighter Maker 2nd. O Que É Isso? O 2D Fighter Maker 2nd. (ou FM2k2) é uma Engine Windows feita para facilitar a criação de jogos de luta em 2D (Duas Dimensões),este é conhecido como um da série "Maker" da empresa ASCII (Produtora de Outros Criadores de Jogos como o RPG Maker). A programação do Fighter Maker é meio complicada em relação as outras Engines de luta (M.U.G.E.N, Dream Catcher, Kof91), mas o fato de ser construído em Ambiente Windows facilita o trabalho dodo usuário.Todo o trabalho de programação é feito em uma relação baseada janelas e com Preenchimento de ComboBox e ListBox em vez de comandos de texto como o MUGEN.A Criação de Characters do Fighter Maker é Muito Simples, Basta Você Ter Alguns Sprites e Você Já Pode Criar seu Próprio Character. Além Disso O Maker Já Cria uma Programação de Todos os Movimentos Básicos de um Character Bastando apenas você Preencher estes campos com os sprites. A Criação de Stages é Também Outra Àrea de Criação Muito Fácil. Para Criar um Stage Não Precisa Programação ou Muita Técnica Apenas de Alguns Sprites e Força de Vontade. Você Pode Criar um Stage em Minutos! As Demos São Animações e Sistemas do Seu Jogo, Alguns Exemplos São as Telas de Seleção ou Até as Animações de Introdução ou Final. A Criação de Demos é Semelhante a Criação de uma GIF (Imagem Animada) Você Junta Várias Imagens e Cria sua Bela Animação. É Claro que Existem Efeitos Adicionais no Maker como Efeitos Fade e de Transição Tornando a Animação Mais Bela.Sem Dúvida Alguma o Fighter Maker é a Ferramenta Definitiva de Criação de Jogos de Luta! A Tradução A Tradução que Vocês Encontraram Aqui no Site é a Melhor Tradução do Fighter Maker, Com Características Únicas e que Dão o TToque A Mais Nesta Versão. -
Skins 1.0 a Workshop In
Skins 1.0 a workshop in Aboriginal Storytelling & Game Design draft curriculum created by Aboriginal Territories in Cyberspace Obx Labs authors Jason E. Lewis Skawennati Tricia Fragnito Beth A. Lameman Bea Parsons Mohannad Al-Khatib Cassandra Lacombe Nancy-Elizabeth Townsend Angela Gabereau in collaboration with the members of the AbTeC research network SKINS Pilot 1 Curriculum Curriculum: Table of Contents Introduction Play Module About this module This module was created to provide opportunities for students and mentors to get acquainted with each other at the beginning of the workshop series by playing video games, board games, and viewing movies made by Aboriginal filmmakers. These sessions can also be scheduled throughout the workshop series to break up long work periods. Play 1. Board Games Play 2. Video Games Play 3. At the Movies: Aboriginal Films Storytelling Module About this module The lessons in this module are designed to give students a chance to listen to stories told by elders as well as share their own stories. Students will also learn about the different ways that stories can be told from traditional oral storytelling to comic book, films, and narrative in video games. The lessons at the end of this module are meant to help students work as a team to decide on a story they would like to tell in their own video game. Students will also learn how to write the narration that will be featured in the introduction and cut scenes for the game. Storytelling 1. Seeing Red Storytelling 2. Listening to Stories Storytelling 3. The Root of a Story Storytelling 4. -
Architectonics of Game Spaces. the Spatial Logic of the Virtual and Its Meaning for the Real 2019
Repositorium für die Medienwissenschaft Andri Gerber, Ulrich Götz u.a. (Hg.) Architectonics of Game Spaces. The Spatial Logic of the Virtual and Its Meaning for the Real 2019 https://doi.org/10.25969/mediarep/13994 Veröffentlichungsversion / published version Buch / book Empfohlene Zitierung / Suggested Citation: Gerber, Andri; Götz, Ulrich (Hg.): Architectonics of Game Spaces. The Spatial Logic of the Virtual and Its Meaning for the Real. Bielefeld: transcript 2019. DOI: https://doi.org/10.25969/mediarep/13994. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.14361/9783839448021 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces Architecture | Volume 50 Andri Gerber (PhD), born in 1974, is Professor for the History of Urban Design at the ZHAW in Winterthur. He is an expert of metaphors in the context of ar- chitecture and urban design. His research interests turn around the concept of space, from a phenomenological, a political and more recently from a cognitive perspective. Ulrich Götz, born in 1971, is Professor at the ZHdK Zurich University of the Arts, heading the ZHdK Subject Area in Game Design. Trained as an architect, he discusses comparable strategies of spatial design in architecture and game spaces. -
The Virtual Car Showroom)
MASTER DEGREE IN COMMUNICATION DESIGN MyAMG Showroom (The Virtual Car Showroom) Thesis of SAMI LAAJILI 850443 Tutor MARIO COVARRUBIAS RODRIGUEZ Academic year 2017/2018 Acknowledgements I would first like to thank my thesis supervisor Prof. Mario Covarrubias for his guidance, patience and kindness throughout the whole duration of my research. The door of Prof. Covarrubias office was always open whenever I ran into a trouble spot or had a question about my research or writing. Finally, I must express my very deeply gratitude to my parents and to all my friends for providing me with unfailing support and continuous encouragement throughout my years of study and through the process of researching and writing this thesis. This accomplishment would not have been possible without them. Thank you. 2 ACKNOWLEDGEMENTS Abstract Web and multimedia businesses become nowadays not only a new opportunity, but also a necessity for the progress of the sector of communication and information in the world. The operation of these tools requires great professionalism, a good know-how, and a good entry opportunity. The key to the success of a multimedia project is the good management of the project while considering the financial constraints, deadlines, and resources available to implement the project. In order to focus on this concept. This project will allow us to achieve the knowledge and skills acquired. The main idea is the creation of a virtual showroom to give information and presenting high end cars so the creation of the project is accompanied by a 3-dimensional interactive tour of the exhibition hall modeled with 3Ds max and developed with Unity3D.