Weblvc 1.6 Specification Reference Manual

Total Page:16

File Type:pdf, Size:1020Kb

Weblvc 1.6 Specification Reference Manual Version 1.6 Copyright © 2021 MAK Technologies All rights Reserved. Printed in the United States. Under copyright laws, no part of this document may be copied or reproduced in any form without prior written consent of MAK Technologies. VR-Exchange™, VR-TheWorld™, VR-Vantage™, DI-Guy™, and DI-Guy Scenario™ are trademarks of MAK Technologies. MÄK Technologies®, VR- Forces®, RTIspy®, B-HAVE®, and VR-Link® are registered trademarks of MAK Technologies. GL Studio® is a registered trademark of The DiSTI® Corporation. Portions of this software utilize SpeedTree® technology (©2008 Interactive Data Visualization, Inc.). SpeedTree is a registered trademark of Interactive Data Visualization, Inc. All rights reserved. SilverLining™ is a trademark of Sundog Software. Terrain Profiles are based in part on the work of the Qwt project (http://qwt.sourceforge.net). 3ds Max® is a registered trademark of Autodesk, Inc. All other trademarks are owned by their respective companies. For third-party license information, please see “Third Party Licenses,” on page xii. MAK Technologies 150 Cambridge Park Drive, 3rd Floor Cambridge, MA 02140 USA Voice: 617-876-8085 Fax: 617-876-9208 [email protected] www.mak.com Revision WVC-1.6-3-210405 Contents Preface How the Manual is Organized ............................................................... vii MAK Products ...................................................................................... viii How to Contact Us ................................................................................... x Document Conventions ........................................................................... xi Mouse Button Naming Conventions .............................................. xii Third Party Licenses .............................................................................. xii Boost License.................................................................................. xiv libXML and libICONV ................................................................... xiv QScintilla and SciTE...................................................................... xiv Chapter 1. The WebLVC Specification 1.1. Introduction to WebLVC ................................................................ 1-2 1.1.1. Introduction to JSON .......................................................... 1-3 1.1.2. A WebLVC Example ........................................................... 1-3 1.2. Basic Protocol Specification ........................................................... 1-4 1.2.1. Header Information ............................................................ 1-4 1.2.2. The Connect Message ......................................................... 1-5 1.2.3. The ObjectDeletion Message .............................................. 1-6 1.2.4. AttributeUpdate Message ................................................... 1-6 1.2.5. Interaction Message ............................................................ 1-8 1.3. Extending the WebLVC Protocol .................................................. 1-8 1.3.1. Extending WebLVC Automatically, Based on DIS .......... 1-9 1.3.2. Extending WebLVC Automatically, Based on an HLA FOM ............................................................................ 1-9 1.3.3. Standard Mapping Rules for HLA and the RPR FOM .... 1-10 The WebLVC Specification iii Contents Chapter 2. The Standard WebLVC Object Model 2.1. The Standard WebLVC Object Model .......................................... 2-2 2.2. Standard AttributeUpdate Messages ........................................... 2-3 2.2.1. WebLVC:PhysicalEntity Attribute Update Message ........ 2-3 2.2.2. WebLVC:AggregateEntity Attribute Update Message ..... 2-5 2.2.3. WebLVC:EnvironmentalEntity Attribute Update Message ............................................................................... 2-6 2.2.4. WebLVC:RadioTransmitter Attribute Update Message .. 2-8 2.3. Standard Interaction Messages .................................................. 2-12 2.3.1. WebLVC:WeaponFire Interaction Message .................... 2-12 2.3.2. WebLVC:MunitionDetonation Interaction Message ....... 2-13 2.3.3. WebLVC:StartResume Interaction Message ................... 2-14 2.3.4. WebLVC:StopFreeze Interaction Message ...................... 2-15 2.3.5. WebLVC:RadioSignal Interaction Message .................... 2-15 Chapter 3. MAK Extensions to the Standard WebLVC Object Model 3.1. Introduction ................................................................................... 3-3 3.2. The MAK Data Logger Control Message ...................................... 3-3 3.3. MAK:VRFBackend Attribute Update Message ........................... 3-7 3.4. VR-Forces Interaction Messages .................................................. 3-8 3.4.1. MAK:VrfCurrentResourceRequest Interaction Message ............................................................................... 3-8 3.4.2. MAK:VrfResourceMonitorResponse Interaction Message ............................................................................... 3-9 3.4.3. MAK:VrfScriptedTask Interaction Message ................... 3-10 3.4.4. MAK:VrfSet Interaction Message .................................... 3-13 3.4.5. MAK:VrfTextReport Interaction Message ....................... 3-14 3.4.6. MAK:VrfChangeTimeOfDay ............................................ 3-14 3.4.7. MAK:VrfChangeGlobalWeather ...................................... 3-15 3.4.8. MAK:VrfCreateObject ...................................................... 3-16 3.4.9. MAK:VrfScenario .............................................................. 3-17 3.4.10. MAK:VrfControl .............................................................. 3-18 3.4.11. MAK:VrfDeleteObject ..................................................... 3-18 3.5. VR-Vantage Messages ................................................................. 3-19 3.5.1. MAK:VrvMimicView ......................................................... 3-19 3.5.2. MAK:VrvMimicTrackView ............................................... 3-20 3.5.3. MAK:VrvFollowView ........................................................ 3-21 3.5.4. MAK:VrvTetherView ........................................................ 3-22 3.5.5. MAK:VrvSensorMode ....................................................... 3-23 3.5.6. MAK:VrvObserverMode ................................................... 3-23 3.5.7. MAK:VrvUseSavedView ................................................... 3-24 3.5.8. MAK:VrvViewMagnification ............................................ 3-25 3.5.9. MAK:VrvSetSystemState ................................................. 3-25 3.5.10. MAK:VrvModelSet .......................................................... 3-26 3.5.11. MAK:VrvModelScaling ................................................... 3-27 3.5.12. MAK:VrvModelScaleFactor ............................................ 3-27 iv MAK Technologies Contents 3.5.13. MAK:VrvKeyPress .......................................................... 3-28 3.5.14. MAK:VrvMouseEvent ..................................................... 3-29 3.5.15. MAK:VrvTrackHistories ................................................. 3-30 3.5.16. MAK:VrvDynamicOcean ................................................. 3-30 Index The WebLVC Specification v Contents vi MAK Technologies Preface This manual is written for persons who need to write WebLVC applications. The manual assumes that you are familiar with your operating system and windowing environment. Please see MAK WebLVC Server Release Notes for updates to this manual and the latest information about your version of WebLVC Server. How the Manual is Organized This manual is organized as follows: Chapter 1, The WebLVC Specification, introduces the WebLVC specification. Chapter 2, The Standard WebLVC Object Model, introduces the Standard Object Model. Chapter 3, MAK Extensions to the Standard WebLVC Object Model, describes WebLVC messages that are specifically for use with MAK applications. The WebLVC Specification vii Preface — MAK Products MAK Products The MAK Technologies product line includes the following: VR-Link® Network Toolkit. VR-Link is an object-oriented library of C++ functions and definitions that implement the High Level Architecture (HLA) and the Distributed Interactive Simulation (DIS) protocol. VR-Link has built-in support for the RPR FOM and allows you to map to other FOMs. This library minimizes the time and effort required to build and maintain new HLA or DIS-compliant applications, and to integrate such compliance into existing applications. VR-Link includes a set of sample debugging applications and their source code. The source code serves as an example of how to use the VR-Link Toolkit to write applications. The executables provide valuable debugging services such as generating a predictable stream of HLA or DIS messages, and displaying the contents of messages transmitted on the network. MAK RTI. An RTI (Run-Time Infrastructure) is required to run applications using the High Level Architecture (HLA). The MAK RTI is optimized for high performance. It has an API, RTIspy®, that allows you to extend the RTI using plug-in modules. It also has a graphical user interface (the RTI Assistant) that helps users with configuration tasks and managing feder- ates and federations. VR-Forces®. VR-Forces is a computer generated forces application and toolkit. It provides an application with a GUI, that gives you 2D and 3D views of a simulated environment. You can create and view entities, aggregate them into hierarchical
Recommended publications
  • Interactive Data Visualization
    SPEEDTREE® CINEMA 8 END USER LICENSE AGREEMENT NOTE: Per Section 1, Paragraph A, SpeedTree Cinema is not for use in “an interactive or a real-time production such as a video game, training application or interactive simulation.” This END USER LICENSE AGREEMENT (the “EULA”) is a legal agreement between you (either an individual or a single entity) (collectively “You”) and Interactive Data Visualization, Inc., a South Carolina corporation with offices at 5446 Sunset Boulevard, Suite 201, Lexington, South Carolina 29072 (“IDV”), for the SpeedTree® Cinema software product, which includes computer software (collectively the “Software”) designed to be downloaded to and/or installed on personal computers, workstations or other machines which feature as their operating system either Linux, Mac or any of the following Windows operating systems: Windows 95/98/ME, Windows NT/2000/XP, Windows Vista or Windows 7, 8, 10 etc. (each a “PC”), and may include associated media, printed materials, and/or “online” or electronic documentation (the “Documentation”) (the Software and the Documentation are sometimes referred to together herein as the “Software Product”). An amendment or addendum to this EULA may accompany the Software Product. BY DOWNLOADING, INSTALLING, RUNNING, EXECUTING, OR OTHERWISE USING ANY PORTION OF THE SOFTWARE PRODUCT OR THE SPEEDTREE MODEL LIBRARY (AS DEFINED BELOW), YOU AGREE TO BE BOUND BY THE TERMS OF THIS EULA. IF YOU DO NOT AGREE TO BE BOUND TO THE TERMS OF THIS EULA, PLEASE DO NOT DOWNLOAD, INSTALL, RUN, EXECUTE, ACCEPT, USE OR PERMIT OTHERS TO DOWNLOAD, INSTALL, RUN, EXECUTE, ACCEPT, OR OTHERWISE USE THE SOFTWARE PRODUCT OR THE SPEEDTREE MODEL LIBRARY.
    [Show full text]
  • Xinglong Liu
    Xinglong Liu Beihang University Computer Science – Virtual Reality Ph.D. Phone: 13299403493 Email: [email protected] homepage: liu3xing3long.github.io Education Research Scholar, 2015.10 – 2016.10 Advisor: Prof. Hong Qin Stony Brook University Ph.D. Candidate, 2010.09 – 2015.09 Advisor: Prof. Qinping Zhao, Beihang University Prof. Aimin Hao Bachelor, Yantai University 2006.09 – 2010.06 N\A Experience Research Scholar, Stony Brook University 2015.10 – 2016.10 Work on a computer diagnosis system on detecting lung nodules from thoracic CTs Research Assistant, Beihang University 2010.09 – 2015.09 Work on a reconstruction system for vascular arteries from multi-view X-Ray images Work on a 4D motion and shape reconstruction system for vascular arteries from sequential X-Ray series Work with other co-workers for building virtual reality applications (listed in Participated Projects) Team Leader, Yantai University 2007.06 – 2007.09 Work as a leader of 4-student team on a virtual tour application based on DirectX and earn 2nd place in Qilu Software Competition, organized by China Computer Federation, Jinan Participated Projects 1. Project:A simulation system for tactic training 2011.06 Responsibilities:Coding server,client and UI logics for computer generated force (CGF) – subsystem; Communicate and cooperate with other subsystems; This CGF supports complex 2013.02 simulation over 100 entities. Coding lines: over 20,000 (C++). Applied Techs.:CryEngine 3, United Command System, BH_Graph, BigWorld 2 2. Project:A distributed simulation system for tactic training 2010.09 Responsibilities:Coding logics for some kind of troops on both server side and client side. – Applied Techs.:United Command System, BH_Graph 2011.05 3.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
    UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design...................................................................................................
    [Show full text]
  • Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute Derek Alexander Johnson Worcester Polytechnic Institute Jacob Tyler Hawes Worcester Polytechnic Institute William Oliver Frick Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Driggs, D. B., Johnson, D. A., Hawes, J. T., & Frick, W. O. (2016). Interactive Cinema. Retrieved from https://digitalcommons.wpi.edu/ mqp-all/2707 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. MQP MBJ 1601 INTERACTIVE CINEMA A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Daniel Driggs William Frick Jacob Hawes Derek Johnson Benjamin Korza April 28, 2016 Advised by: Brian Moriarty, IMGD Professor of Practice Ralph Sutter, IMGD Visual Art Instructor Abstract The Piper is a first-person interactive cinema experience based on the legend of the Pied Piper. Set in medieval Germany, the player assumes the role of a child being lured away from the village of Hamelin under the vengeful spell of the Piper’s music. Our team consisted of two programmers, two artists, and a music/audio producer.
    [Show full text]
  • Esport Research.Pdf
    Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit.
    [Show full text]
  • Feminist Speculative Futures
    FEMINIST SPECULATIVE FUTURES Imagination, and the Search for Alternatives in the Anthropocene Mavi Irmak Karademirler Media, Art, and Performance Studies Student Number: 6489249 Thesis Supervisor: Dr. Ingrid Hoofd Second Reader: Dr. Dan Hassler-Forest 1 Thesis Statement The ongoing social and ecological crises have brought many people together around an urgent quest to search for other kinds of possibilities for the future, imagination and fiction seem to play a key role in these searches. The thesis engages the concept of imagination by considering it in relation to feminist SF, which stands for science fact, science fiction, speculative fabulation, string figures, so far. (Haraway, 2013) The thesis will engage the ideas of feminist SF with a focus on the works of Donna Haraway and Ursula Le Guin, and their approaches to the capacity of imagination in the context of SF practices. It considers the role of imagination and feminist speculative fiction in challenging and converting prevalent ideas of human-exceptionalism entangled with dominant forms of Man-made narratives and storylines. This conversion through feminist SF leans towards ecological, nondualist modes of thinking that question possibilities for a collective flourishing while aiming to go beyond the anthropocentric and cynical discourse of the Anthropocene. Cultural experiences address the audience's imagination, and evoke different modes of thinking and sensing the world. The thesis will outline imagination as a sociocultural, relational capacity, and it will work together with the theoretical perspectives of feminist SF to elaborate upon how cultural experiences can extend the audience’s imagination to enable envisioning other worlds, and relate to other forms of subjectivities.
    [Show full text]
  • Developing a GIS-Based Visual-Acoustic 3D Simulation for Wind Farm Assessment
    ISPRS Int. J. Geo-Inf. 2014, 3, 29-48; doi:10.3390/ijgi3010029 OPEN ACCESS ISPRS International Journal of Geo-Information ISSN 2220-9964 www.mdpi.com/journal/ijgi/ Article Developing a GIS-Based Visual-Acoustic 3D Simulation for Wind Farm Assessment Madeleine Manyoky 1,*, Ulrike Wissen Hayek 1, Kurt Heutschi 2, Reto Pieren 2 and Adrienne Grêt-Regamey 1 1 Planning of Landscape and Urban Systems, Swiss Federal Institute of Technology Zurich, Zurich CH-8093, Switzerland; E-Mails: [email protected] (U.W.H.); [email protected] (A.G.-R.) 2 Empa, Swiss Federal Laboratories for Materials Science and Technology, Duebendorf CH-8600, Switzerland; E-Mails: [email protected] (K.H.); [email protected] (R.P.) * Author to whom correspondence should be addressed; E-Mail: [email protected]; Tel.: +41-44-633-6246; Fax: +41-44-633-1084. Received: 24 November 2013; in revised form: 20 December 2013 / Accepted: 7 January 2014 / Published: 17 January 2014 Abstract: Public landscape impact assessment of renewable energy installations is crucial for their acceptance. Thus, a sound assessment basis is crucial in the implementation process. For valuing landscape perception, the visual sense is the dominant human sensory component. However, the visual sense provides only partial information about our environment. Especially when it comes to wind farm assessments, noise produced by the rotating turbine blades is another major impact factor. Therefore, an integrated visual and acoustic assessment of wind farm projects is needed to allow lay people to perceive their impact adequately. This paper presents an approach of linking spatially referenced auralizations to a GIS-based virtual 3D landscape model.
    [Show full text]
  • BCI-Enhanced Computer Game Development
    Final Year Project (2010-2011) LYU1006 Unleashing Brain Powers: A Study on Development of BCI-enhanced Computer Games Spring 2011 Table of Contents 1. Abstract ....................................................................................................................... 3 2. Introduction ................................................................................................................. 4 2.1. Motivation ............................................................................................................ 4 2.2. Background .......................................................................................................... 6 2.2.1. Research-Level VS Consumer-Level BCIs .................................................. 6 2.2.2. Brain-Computer Interface Selection ............................................................. 8 2.2.3. Game Industry Responses to BCI ............................................................... 14 2.3. Project Overview ................................................................................................ 16 3. Summary on Our BCI Algorithm ............................................................................. 20 4. Building Our BCI Computer Game .......................................................................... 21 4.1. Introduction to Game Engines ............................................................................ 21 4.1.1. What is the structure of a game engine? ..................................................... 21 4.1.2. Why even bothering
    [Show full text]
  • 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.
    [Show full text]
  • De Re Playstation Vita (PDF)
    De Re PlayStation®Vita • Brief Hardware Overview • Key Points of Differentiation • Hardware as well as Software • Development Hardware • Highlight Simplified Software Libraries & T&Ms • Implementation Tech Demo videos • Example of use in game • Graphics on PS®Vita (Neil Brown) PlayStation®Vita “Designed for the Ultimate Portable Gaming Experience” Comparison to PSP-3000 screen: x4 higher resolution x600 increased contrast 5 inch OLED screen: engineered for extremely low power consumption Hardware Overview • 4x ARM® Cortex™A9 Processor • High performance 32-bit processors (3 available to applications) • POWERVR SGX543MP4+ GPU • Power-efficient multi-core GPU • Dedicated HW for Media playback Hardware • Standard Iconic PlayStation Buttons • Dual Analog Sticks • Front Touch Screen • Rear Touch Pad • Front & Rear Camera • Motion Sensors Software • Social Networking • Designed from ground up as a social networking device • Location Based Gaming • Location Services • near • Covered in a dedicated talk: Building Community with PlayStation®Network Downloadable here: http://research.scee.net/files/presentations/develop2011/Buildi ngCommunitywithPlayStationNetwork.pdf Software • Augmented Reality (AR) • Facial Recognition • Natural Marker • SLAM PS®Vita Development Kit • DevKits • Connect via USB to PC • TestKits • Both DevKits & TestKit are consumer console form factor Simplified Libraries • We’ve created some really simplified libraries to help you if you’re a small team, or you don’t need fine grained control • Simplified video player • Start,
    [Show full text]
  • Mapping Game Engines for Visualisation
    Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................
    [Show full text]