Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力
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The Diminishing Need for Offline Rendering
The Diminishing Need for Offline Rendering: Building Real Time Projects for Both Design and Marketing with RTX 1) What is real time vs offline? 2) What is design vs marketing? 3) How these fields are merging 4) Nvidia RTX technology 5) Building UE4 projects to maximize usability Real Time vs Offline Image credit: “Unreal Tournament”, Epic Games Image credit: “Gravity”, Warner Bros. Real Time vs Offline 11 milliseconds 4 hours Image credit: “Robo Recall”, Epic Games Image credit: “Avatar”, 20th Century Fox Design vs Marketing Real Time vs Offline Maya viewport / maya render Image credit: “3ds max vray interior lighting and rendering tutorial”, Anil Shama’s Tutorials Advisors DESIGN Sketchup Image credit: “SketchUp: Bathroom Remodel”, Scott Onstott DESIGN Insite or IrisVR Image credit: IrisVR Design Fast and loose, preferring iteration speed over perfection. Marketing Movie (avengers?) Image credit: Transparent House Marketing Avatar Image credit: “Avatar”, 20th Century Fox Advisors Marketing Car Image credit: Audi Marketing Slow and perfect, for when it counts. Classical Rendering Ideology Design Marketing Simple Graphics High-End Graphics 3D Models Static Content CAVE Touchscreens Simulation 360-degree renders Configurability Location Based 2D End Products “Experience” Image credit: “Luxury Hotel”, Theia Interactive Image credit: Theia Interactive Image credit: Theia Interactive Image credit: Theia Interactive The Closing Gap Image credit: hpetrov.com Image credit: Transparent House The Closing Gap Image credit: Transparent House Image -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 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. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Dual-Forward-Focus
Scroll Back The Theory and Practice of Cameras in Side-Scrollers Itay Keren Untame [email protected] @itayke Scrolling Big World, Small Screen Scrolling: Neural Background Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Thalamus Relay sensory signals to the cerebral cortex (e.g. vision, motor) Amygdala Emotional reactions of fear and anxiety, memory regulation and conditioning "fight-or-flight" regulation Familiar visual patterns as well as pattern changes may cause anxiety unless regulated Vestibular System Balance, Spatial Orientation Vestibulo-Ocular Reflex Natural image stabilizer Conflicting sensory signals (Visual vs. Vestibular) may lead to discomfort and nausea* * much worse in 3D (especially VR), but still effective in 2D Scrolling with Attention, Interaction and Comfort Attention: Use the camera to provide sufficient game info and feedback Interaction: Make background changes predictable, tightly bound to controls Comfort: Ease and contextualize background changes Attention The Elements of Scrolling Interaction Comfort Scrolling Nostalgia Rally-X © 1980 Namco Scramble © 1981 Jump Bug © 1981 Defender © 1981 Konami Hoei/Coreland (Alpha Denshi) Williams Electronics Vanguard -
Robo Recall Locomotion Mod Download Robo Recall Locomotion Mod Download
robo recall locomotion mod download Robo recall locomotion mod download. This is a Robo Recall mod that adds native Vive support. It's called RoboRevive, but it doesn't actually use the Revive compatibility layer itself. Instead it uses the native SteamVR plugin from the Unreal Engine. The full version of the game is available from Oculus Home. and download Robo Recall. Download the installer from the releases page. Run the installation, the directory for Robo Recall will be automatically detected. At the end of the installation, Robo Recall will prompt you to install the RoboRevive mod. Accept the installation and click "Play Now" to start playing Robo Recall on the Vive. Do not start Robo Recall through the Revive Dashboard, if you do it will use the Oculus support instead of the native Vive support. Either start Robo Recall through the shortcut on your desktop or start Robo Recall (RoboRevive) from your Steam Library while SteamVR is running. Robo Recall Editor. If you want to use the Robo Recall Mod Kit on your Vive follow these instructions. The Mod Kit only contains the first mission, so it does not contain the full game. Download the Robo Recall Editor through the Epic Games Launcher. as a zip file. Go to the directory where the Robo Recall Editor is installed, by default this is C:\Program Files\Epic Games\RoboRecallModKit . Extract the contents of the zip file into the directory, be sure to merge it with the existing folders. Start the Robo Recall Editor. How do I turn the sticky grip button mode on/off? By default RoboRevive will use a hybrid sticky grip that will toggle the grip if the button is released within a 500ms window. -
Jazz-Jackrabbit-21.Pdf
Letizia Pacchetti Accademia di belle arti di Urbino a.a. 2013/2014 Esame di Computer Games Professore Emanuele Bertoni Indice 1. Scheda tecnica del gioco 2. Storia 3. Saga 4. Multigiocatore 5. Episodi 6. Jazz Creation Station 7. Personaggi 7.1 Personaggi entrati con Jazz Jackrabbit 7.2 Personaggi entrati con Jazz Jackrabbit 2 7.3 Personaggi che dovevano entrare con Jazz Jackrabbit 3 8. Prodotti secondari 9. I creatori 10. Trucchi e soluzioni per Jazz Jackrabbit 2 11. Tassomania di Caillois 12. Grafici 13. Riferimenti Jazz Jackrabbit 2 Jazz Jackrabbit 2 è un videogioco platform (termine adottato per indicare i videogiochi dove la meccanica di gioco implica l’attraversamento di livelli costituiti da piattaforme a volte disposte su più piani) prodotto dalla Epic MegaGames (casa di sviluppo di videogiochi situata a Cary, in North Carolina, conosciuta adesso come Epic Games). Fu rilasciato nel 1998 per PC, e in seguito per Mac. 1. Scheda tecnica del Gioco Dimensione: 41 MB Lingua: Multi6 Versione: 1.20 Genere: Arcade Software House: Epic Megagames Sviluppatore: Project Two Interactive Distributore: Leader Piattaforme: PC Genere: Platform - Shooting 2D Giocatori: 1-2 Data di uscita: Maggio Anno: 1998 Prezzo al momento dell’uscita ufficiale: 99.000 £ 2. Storia Si basa sulla favola della lepre e la tartaruga. Siamo 3000 anni nel futuro. Devan Shell, capo delle Turtle Terrorists, ha la buona idea di rapire Eva Earlong, principessa della galassia dei conigli, per avere controllo anche sul regno delle creature pelose e saltellanti, tanto odiate dal capo dei retti- li. È compito di Jazz JackRabbit, soldato di fortuna di riportare Eva a casa e la pace sul pianeta Carrotus. -
Uma Proposta Para Guias Orientadoras Para O Design De
MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS INTERACTIVAS E JOGOS DIGITAIS Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira M 2019 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS 2 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não- diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Orientador: Pedro Cardoso (Professor Auxiliar Convidado) Junho de 2019 3 4 © João Manuel Matos Ferreira, 2019 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: António Coelho (Professor Auxiliar com Agregação) Vogal Externo: Andreia Pinto de Sousa (Professora Auxiliar) Orientador: Pedro Cardoso (Professor Auxiliar Convidado) 5 6 Resumo Actualmente, existem diversos tipos de interface para a locomoção do jogador num espaço virtual, havendo diversos métodos já implementados em produtos encontrados no mercado de videojogos. Algumas interfaces consistem em adaptações das encontradas no formato tradicional de monitor bidimensional, sendo que outras são experiências desenhadas de raiz para Realidade Virtual. No entanto, atravessamos um período de experimentação, um momento em que o jogador usufrui de experiências de jogo por vezes instáveis, por vezes irregulares ou inadequadas, em parte devido à falta de estudos nesta área. Com isto em conta, emerge a possibilidade de estudar esta área que ainda se encontra em constante mutação e num estado de experimentação devido à infância deste meio tecnológico. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
Retroparla 2020 Mujeres En El Mundo De La VISIBLES Informática Y Los Videojuegos
_VISIBLES_ RetroParla 2020 Mujeres en el mundo de la _VISIBLES_ informática y los videojuegos ¿Sabías que el primer programa informático de la historia lo escribió una mujer, un siglo antes de que se construyera el primer ordenador? ¿O que fueron mujeres las que calcularon a mano la trayectoria que llevó a los astronautas a la Luna? ¿O que su trabajo fue clave para que hoy puedas llevar un móvil en el bolsillo y conectarte a internet desde el sofá de tu casa? ¿Sabías que hay una mujer detrás de las aventuras de Lara Croft o las andanzas de Nathan Drake? ¿O de Halo? ¿O de Los Sims? ¿O que llevan más de cuarenta años programando videojuegos, desde los tiempos de la Atari 2600? Desde aquel primer programa de Ada Lovelace, generaciones de mujeres han contribuido de manera decisiva al avance de la tecnología en todos sus campos, y en la mayoría de los casos sin el reconocimiento que merecían. Estas cincuenta reseñas son solo una pequeñísima muestra de las miles de ingenieras, diseñadoras, programadoras, artistas e inventoras que desde hace siglo y medio están consiguiendo hacernos la vida mucho más fácil (¡y mucho más entretenida!). El equipo de RETRO RetroParla PARLA ASOCIACION DE AFICIONADOS A LA RETROINFORMATICA DE PARLA Ada Lovelace (Matemática y programadora) Augusta Ada King, condesa de Lovelace, nació en Londres en 1815. Única hija legítima del poeta Lord Byron y de Anne Isabella Milbanke, fue su madre quien la educó de forma tan esmerada como exigente tras la separación del matrimonio, inculcándole su amor por las matemáticas. -
Exploring Design Alternatives in Game Development Engines Using Visual Programming
EXPLORING DESIGN ALTERNATIVES IN GAME DEVELOPMENT ENGINES USING VISUAL PROGRAMMING ERIC CHU A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE GRADUATE PROGRAM IN COMPUTER SCIENCE UNIVERSITY OF ONTARIO INSTITUTE OF TECHNOLOGY OSHAWA, ONTARIO APRIL 2019 © ERIC CHU, 2019 THESIS EXAMINATION INFORMATION Submitted by: Eric Chu Master of Science in Computer Science Thesis title: Exploring Design Alternatives in Game Development Engines Using Visual Programming An oral defense of this thesis took place on April 8, 2019 in front of the following examining committee: Examining Committee: Chair of Examining Committee Dr. Karthik Sankaranarayanan Research Supervisor Dr. Loutfouz Zaman Examining Committee Member Dr. Pejman Mirza-Babaei Examining Committee Member Dr. Jeremy Bradbury External Examiner Dr. Christopher Collins The above committee determined that the thesis is acceptable in form and content and that a satisfactory knowledge of the field covered by the thesis was demonstrated by the candidate during an oral examination. A signed copy of the Certificate of Approval is available from the School of Graduate and Postdoctoral Studies. ABSTRACT We present BPAlt – a system which allows game developers to create and manage alternatives for Unreal Engine’s Blueprints Visual Scripting System. BPAlt allows the user to create, save, organize and swap Blueprint alternatives for rapid testing and experimentation. We conducted a user study with 10 moderately skilled participants where we compared BPAlt to Unreal Engine alone for prototyping alternatives of game objects and mechanics in four different games. We found evidence that supporting alternatives with BPAlt is beneficial in the game developers’ workflow. -
PDF Download Jazz Jackrabbit 2 Strategy Guide Ebook, Epub
JAZZ JACKRABBIT 2 STRATEGY GUIDE PDF, EPUB, EBOOK Stevie Case | 240 pages | 01 Sep 1998 | Prima Publishing, U.S. | 9780761517092 | English | Rocklin, United States Jazz Jackrabbit 2 Strategy Guide PDF Book Some can be found rather easily while others may take searching to find. Basics Only do this if you really want a challenge. Players can use this to create and play their own levels and share them online, which increases the game's replaying value. Fred Garvin. It's the one school supply you can't afford to go without! Although 2 types have another function. Jazz Jackrabbit 2 was made in "2D Platformer" genre. No extra points, no extra lives, nothing. Stand right where they are and repeatedly Sidekick. Some of these items are functional, but most are not. Although Capture the Flag works. Light tapping is more than adequate. Invincible: How far can you go without getting hit once? David Craddock. Red Spring: The Weakest Spring. Has your character's head and the number of lives you have remaining. I'm afraid I cant answer your question. A: A level editor in the game. You grab onto them by your ears and hang on. It's also possible to get it to hide in its shell. Orange Games , Epic Games. Monkey Trouble [ Tap the move keys to get out. Free Returns. The player's goal is to reach the level's exit, usually indicated by an exit sign, whilst overcoming obstacles and hazards through the use of running and jumping as well as removing enemies and obstructions through the use of shooting and stomping. -
Leitwolf Jetzt Auch Online Lesen
Das Magazin von Lupus alpha | 005 ACT ALPHA Tüfteln und tanzen Wie Tim Sweeney mit seinem Videospiel „Fortnite“ sogar Netflix Konkurrenz macht THInk ALPHA „Eine Krise in Europa könnte den USA wehtun“ Interview mit dem US-Finanzexperten und Bestsellerautor John Mauldin INVEST ALPHA Eine Klasse für sich Wie Investoren die Anlageklasse Volatilität als alternative Renditequelle nutzen können Das Magazin von Lupus alpha | 005 leitwolf jetzt auch online lesen: ACT ALPHA www.leitwolf-magazin.de Tüfteln und tanzen Wie Tim Sweeney mit seinem Videospiel „Fortnite“ sogar Netflix Konkurrenz macht THINK ALPHA „Eine Krise in Europa könnte den USA wehtun“ Interview mit dem US-Finanzexperten und Bestsellerautor John Mauldin INVEST ALPHA Eine Klasse für sich Wie Investoren die Anlageklasse Volatilität als alternative Renditequelle nutzen können 02 leitwolf 005 | Ed i t o r i a l Denkende Computer, lernende Algorithmen und Maschinen, die mit uns sprechen: Künstliche Intelligenz (KI) stellt unseren Alltag zunehmend auf den Kopf. Umso wichtiger ist die Frage nach den wirklichen Potenzialen von KI und nach dem künftigen Zusammenspiel von Mensch und Maschine. Darüber haben wir unter anderem mit dem Deutschland-Chef von IBM, Matthias Hartmann, gesprochen. Der globale Technologiekonzern treibt innovative Technologien wie KI, Cloud, Blockchain und IoT weltweit voran. Faszinierend, wie das KI-System CIMON dem Astronauten Alexander Gerst auf seiner ISS-Mission im All assistiert hat! Auch die Firma Interroll profitiert stark von KI. Bei unserem Besuch im Werk des Weltmarktführers für Intralogistik konnten wir eindrucksvoll beobachten, wie Roboter selbstständig Teile der Produktion übernehmen. Aber sind das tatsächlich die Anfänge einer Entwicklung, an deren Ende die Herrschaft von KI über den Menschen steht? Für die Fondsbranche gesprochen: Kann es wirklich sein, dass Algorithmen bessere Anlageergebnisse liefern als der menschliche Manager? Zumindest für das aktive Fondsmanagement bezweifle ich das. -
In the United States District Court for the Eastern District of North Carolina Western Division
IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF NORTH CAROLINA WESTERN DIVISION INFERNAL TECHNOLOGY, LLC, and § TERMINAL REALITY, INC., § § Plaintiffs, § Civil Action No. ______ § v. § Jury Trial Demanded § EPIC GAMES INC., § § Defendant. § PLAINTIFFS’ COMPLAINT FOR PATENT INFRINGEMENT Plaintiff Infernal Technology, LLC and Terminal Reality, Inc. file this Complaint against Epic Games, Inc. and allege as follows. PARTIES 1. Plaintiff Infernal Technology, LLC (“Infernal Technology”) is a Texas Limited Liability Company located at 18333 Preston Road, Suite 220, Dallas, Texas 75252. 2. Plaintiff Terminal Reality, Inc. (“Terminal Reality”) is a Texas Corporation with its address at P.O. Box 271721, Flower Mound, Texas, 75027-1721. Terminal Reality, a video game development and production company, was formed in 1994 in Lewisville, Texas. Terminal Reality developed a number of video games, such as Nocturne, Bloodrayne, Ghostbusters: The Video Game, Kinect Star Wars, The Walking Dead: Survival Instinct, and many others. Terminal Reality also developed a video game graphics engine, called the “Infernal Engine,” used in many of Terminal Reality’s games. In addition to using the “Infernal Engine” in its own games, Terminal PLAINTIFFS’ COMPLAINT FOR PATENT INFRINGEMENT Page 1 Case 5:19-cv-00516-BR Document 1 Filed 11/14/19 Page 1 of 15 Reality successfully licensed the “Infernal Engine” to other video game developers for use in their video games. 3. On June 3, 2014, TRI entered into an exclusive license agreement with Infernal entitled Exclusive License Agreement and Exclusive Right to Enforce pertaining to the TRI Patents. On June 12, 2015, TRI and Infernal entered into another exclusive license agreement also entitled Exclusive License Agreement and Exclusive Right to Enforce that replaced the prior agreement (the “2015 Exclusive License Agreement”).