Phaser World Issue 25

Total Page:16

File Type:pdf, Size:1020Kb

Phaser World Issue 25 Welcome to Issue 25 of Phaser World There are some truly inspired new games this week, including an isometric banana collect- em-up, and a point and click music adventure. And if the insane difficulty of Cube Story is too much for you, you can always swear and rant at Big Man! Once you've seen the great new games and tutorials be sure to scroll down to the Development Progress article. Because I've been busy this week! and there's plenty of cool stuff inbound in Phaser 2.4.7. Until next issue, happy coding! And don't forget to drop me a line if you've got any news you'd like featured. Games made with Phaser bananadoh Game of the Week Collect the bananas in this lovely procedurally generated puzzler. oOku Staff Pick A point and click music adventure full of audio and time based puzzles. Bridge Color Race A colorful bridge running game for iOS and Android. Cube Story The short story about a cube and its journey in the infinite world of ups and downs. Big Man The world's first artificially intelligent, stress relieving game. Phaser Tutorials Using Signals Tutorials How to Use Phaser Signals to Save Game Statistics. Fractal Explorer A Mandelbrot fractal explorer in a few lines of Phaser code. Pop the Lock Tutorial The first part of a tutorial series re-creating the game Pop The Lock. Advanced Phaser Video 2 The second episode in the video series covers Tilemaps. AirConsole Tutorial Hello World AirConsole tutorial: your first AirConsole project. Development Progress It has been fantastic working on Phaser again. I have to admit that while building out Lazer is fun, going back into the Phaser source is like putting on a comfy slipper. Last week I promised that I would dedicate time to preparing Phaser 2.4.7. Thanks for those of you who buy the plugins and books we sell, as well as our fantastic patrons, that is exactly what I've been able to do. And what a productive week it has been! I've spent hours pouring through the GitHub issues and swatting bugs left, right and center. It's at the point where the issues list is down to just 20 items (5 of which are feature requests or Pixi bugs). This is a very nice place to be for sure. There's a lot of stuff in 2.4.7, some of which is pretty exciting. You can view the change log for an idea of what to expect. So far we've 17 brand new features, 20 updates and 23 bug fixes. But one of the biggest changes is with Arcade Physics. I sat down and optimized the collision process, reducing the number of intersect calls by a third for every single Game Object checked. I also reduced the calls made to seperateX and seperateY by the same factor, and internally optimized them significantly. Over the past few days I've also been adding circular body shapes to Arcade Physics. Traditionally it has always been about rectangles, but sometimes you need circles, and ramping up to use p2 or box2d may have been a jump too far, especially on mobile. So I've bought circles into Arcade Physics. It's still in testing, but early results are very promising. Right now I'm aiming to release 2.4.7 next week, after which I'll keep a close eye on the GitHub issues so they don't rack-up again. I will then move back to Lazer development, and finishing authoring Interphase 2. Geeky Links I thought I'd share a few things that caught my eye this week. These are nothing to do with Phaser, but I hope you find them fun all the same. Where's my Cheese? A 3D dungeon game in 10 lines of BASIC on an 8-bit Atari! Portal Canyon A stunning audio-visual mix (begging to be a game?) Rogue One Teaser Trailer Apparently there's a new Star Wars film coming out, or something. Dice, Camera, Action! My newest addiction: watching the WotC team play the D&D game Curse of Strahd on twitch every Tuesday. Phaser Releases The current version of Phaser is 2.4.6 released on February 18th 2016. Phaser 2.4.7 development is taking place in the dev branch on GitHub. Please help support Phaser development on Patreon. Have some news you'd like published? Email [email protected] or tweet us. Missed an issue? Check out the Back Issues page. ©2017 Photon Storm Ltd | Unit 4 Old Fleece Chambers, Lydney, GL15 5RA, UK Web Version Preferences Forward Unsubscribe .
Recommended publications
  • 27Th Annual Florida Sale
    ALEX LYON & SON SALES MANAGERS & AUCTIONEERS proudly present the 27TH ANNUAL FLORIDA SALE KISSIMMEE (WINTER GARDEN), FLORIDA SATURDAY, FEBRUARY 1 - SUNDAY, FEBRUARY 9 at 9:00 AM THE GREATEST SALE OF THE YEAR! 9 DAYS OF SELLING! 27TH ANNUAL RENTAL RETURNS AUCTION Construction Equipment, Aerials, Forklifts, Cranes, Dump Trucks, Truck Tractors, Trailers, Support & Attachments. SALES MANAGERS & AUCTIONEERS AHERN RENTALS 2020 BID KISSIMMEE, FLORIDA BID ONLINE SAT., FEBRUARY 1 - SUN., FEBRUARY 9 at 9:00 AM ONLINE SPECIAL ANNOUNCEMENT: ONLINE BIDDING AVAILABLE DAYS 3-9 ONLY! ADDRESS: 12601 Avalon Road, Winter Garden, Florida 34787. JACK’S NOTE: 27 Glorious Years Conducting This High Quality Sale. FLORIDA AUCTIONEER: AU-1548 Jack Lyon. FLORIDA LICENSE: #AB-1091. SALE SITE PHONE: (407) 239-2700. ✭ SPECIAL NOTE ✭ For Non-Resident US Bidders: A $10,000 Cashier’s Check Deposited Prior To Bidding Will Be Required. ✭ NO EXCEPTIONS ✭ TERMS & CONDITIONS: “Cash or Company Check” accompanied by current “Bank Letter of Guarantee”, made payable to Alex Lyon & Son. Everything Sells “AS IS, WHERE IS.” The following charges will apply on all purchases: (1.) For each unit $35,001.00 and above, a 5.95% administration fee will be assessed when paying with cash or good check. (The standard fee of 8.95% will be assessed when paying with credit card); and (2.) For each unit $1,001- $35,000, a 10% administration fee will be assessed when paying with cash or good check, and a 13% fee will be assessed when paying with credit card. (3.) For each unit $0- $1,000, a 12.5% administration fee will be assessed when paying with cash or good check, and a 15.5% fee will be assessed when paying with credit card.
    [Show full text]
  • Aesthetically Driven Design of Network Based Multi-User Instruments
    Aesthetically Driven Design of Network Based Multi-User Instruments by Curtis McKinney A thesis submitted to the faculty of Bournemouth University in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the School of Design, Engineering, and Computing July 2014 This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowl- edgement must always be made of the use of any material contained in, or derived from, this thesis. I Aesthetically Driven Design of Network Based Multi-User Instruments Curtis McKinney Abstract Digital networking technologies open up a new world of possibilities for mu- sic making, allowing performers to collaborate in ways not possible before. Net- work based Multi-User Instruments (NMIs) are one novel method of musical collaboration that take advantage of networking technology. NMIs are digital musical instruments that exist as a single entity instantiated over several nodes in a network and are performed simultaneously by multiple musicians in real- time. This new avenue is exciting, but it begs the question of how does one design instruments for this new medium? This research explores the use of an aesthetically driven design process to guide the design, construction, rehearsal, and performance of a series of NMIs. This is an iterative process that makes use of a regularly rehearsing and performing ensemble which serves as a test-bed for new instruments, from conception, to design, to implementation, to performance. This research includes details of several NMIs constructed in accordance with this design process.
    [Show full text]
  • FULL THROTTLE TROUBLESHOOTING HINTS Some Rare Coni'igurations May Not Be Immediately Compatible with the Pull Throttle Installer and Launcher Pro­ Grams
    FULL THROTTLE TROUBLESHOOTING HINTS Some rare coni'igurations may not be immediately compatible with the Pull Throttle installer and launcher pro­ grams. I f you are experiencing problems, we have included a num­ ber of installation alternatives that will most likely allow y ou to successfully install and run Pull Throttle . Please 1·01- low the instructions below be f ore calling LucasArts Product Support f or help, a s the y will likely solve any installation problems that y ou are experiencing. If y ou encounter difficulties while attempting to run the Pull Throttle installer, it ma y help if y ou make a boot disk and reboot y our computer before running the INSTALL.EXE. To ma ke a boot disk bef ore running the installer , run the program called hlAKEB OOT .BAT from y our Pull Throttle CD. The hlAKEBOOT. BAT is located in the SUPPORT directory on your Pull Throttle CD. To get to this directory , cha nge to y our CD- R01i drive, and, at the prompt, t ype CD SUPPORT and press ENTER . Af ter the boot disk i s completed, reboot y our computer with the boot disk in your i 'loppy boot drive (usually drive A:) and try to run the installer. If this f ails , try running the IlTSTALL. BAT file located in the SUPPORT directory on your Full Throttle CL . I1 y ou cannot run the installer even a i 'ter making a boot disk, try rebooting y our computer with the boot disk and then run this batch file to install Full Throttle .
    [Show full text]
  • National Security Reform: Problems, Progress, and Prospects
    STRATEGIC STUDIES INSTITUTE The Strategic Studies Institute (SSI) is part of the U.S. Army War College and is the strategic level study agent for issues related to national security and military strategy with emphasis on geostrate- gic analysis. The mission of SSI is to use independent analysis to conduct strategic studies that develop policy recommendations on: • Strategy, planning and policy for joint and combined employment of military forces; • Regional strategic appraisals; • The nature of land warfare; • Matters affecting the Army’s future; • The concepts, philosophy, and theory of strategy; and • Other issues of importance to the leadership of the Army. Studies produced by civilian and military analysts concern topics having strategic implications for the Army, the Department of De- fense, and the larger national security community. In addition to its studies, SSI publishes special reports on topics of special or immediate interest. These include edited proceedings of conferences and topically-oriented roundtables, expanded trip re- ports, and quick reaction responses to senior Army leaders. The Institute provides a valuable analytical capability within the Army to address strategic and other issues in support of Army par- ticipation in national security policy formulation. RETHINKING LEADERSHIP AND “WHOLE OF GOVERNMENT” NATIONAL SECURITY REFORM: PROBLEMS, PROGRESS, AND PROSPECTS Joseph R. Cerami Jeffrey A. Engel Editors May 2010 Visit our website for other free publication downloads http://www.StrategicStudiesInstitute.army.mil/ To rate this publication click here. The views expressed in this report are those of the au- thors and do not necessarily reflect the official policy or position of the Department of the Army, the De- partment of Defense, or the U.S.
    [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]
  • Pyffi Documentation Release 2.2.3
    PyFFI Documentation Release 2.2.3 Amorilia February 04, 2018 Contents 1 Download 3 2 Examples 5 3 Questions? Suggestions? 7 4 Documentation 9 4.1 Introduction...............................................9 4.2 Installation................................................ 11 4.3 pyffi — Interfacing block structured files............................... 12 4.4 How to contribute............................................ 232 4.5 Authors.................................................. 234 4.6 License.................................................. 234 4.7 ChangeLog................................................ 235 4.8 Todo list................................................. 259 4.9 Thanks.................................................. 262 4.10 Glossary................................................. 263 5 Indices and tables 265 Python Module Index 267 i ii PyFFI Documentation, Release 2.2.3 Release 2.2.3 Date February 04, 2018 The Python File Format Interface, briefly PyFFI, is an open source Python library for processing block structured binary files: • Simple: Reading, writing, and manipulating complex binary files in a Python environment is easy! Currently, PyFFI supports the NetImmerse/Gamebryo NIF and KFM formats, CryTek’s CGF format, the FaceGen EGM format, the DDS format, and the TGA format. • Batteries included: Many tools for files used by 3D games, such as optimizers, stripifier, tangent space calcu- lator, 2d/3d hull algorithms, inertia calculator, as well as a general purpose file editor QSkope (using PyQt4), are included. • Modular: Its highly modular design makes it easy to add support for new formats, and also to extend existing functionality. Contents 1 PyFFI Documentation, Release 2.2.3 2 Contents CHAPTER 1 Download Get PyFFI from Sourceforge, or install it with: easy_install-U PyFFI To get the latest (but possibly unstable) code, clone PyFFI from its Git repository: git clone--recursive git://github.com/amorilia/pyffi.git Be sure to use the –recursive flag to ensure that you also get all of the submodules.
    [Show full text]
  • Yocto Project Reference Manual Is for the 1.6.3 Release of the Yocto Project
    Richard Purdie, Linux Foundation <[email protected]> by Richard Purdie Copyright © 2010-2015 Linux Foundation Permission is granted to copy, distribute and/or modify this document under the terms of the Creative Commons Attribution-Share Alike 2.0 UK: England & Wales [http://creativecommons.org/licenses/by-sa/2.0/uk/] as published by Creative Commons. Manual Notes • This version of the Yocto Project Reference Manual is for the 1.6.3 release of the Yocto Project. To be sure you have the latest version of the manual for this release, go to the Yocto Project documentation page [http://www.yoctoproject.org/documentation] and select the manual from that site. Manuals from the site are more up-to-date than manuals derived from the Yocto Project released TAR files. • If you located this manual through a web search, the version of the manual might not be the one you want (e.g. the search might have returned a manual much older than the Yocto Project version with which you are working). You can see all Yocto Project major releases by visiting the Releases [https://wiki.yoctoproject.org/wiki/Releases] page. If you need a version of this manual for a different Yocto Project release, visit the Yocto Project documentation page [http://www.yoctoproject.org/ documentation] and select the manual set by using the "ACTIVE RELEASES DOCUMENTATION" or "DOCUMENTS ARCHIVE" pull-down menus. • To report any inaccuracies or problems with this manual, send an email to the Yocto Project discussion group at [email protected] or log into the freenode #yocto channel.
    [Show full text]
  • Pyffi Documentation Release 2.2.3
    PyFFI Documentation Release 2.2.3 Amorilia April 05, 2018 Contents 1 Download 3 2 Examples 5 3 Questions? Suggestions? 7 4 Documentation 9 4.1 Introduction...............................................9 4.2 Installation................................................ 11 4.3 How to contribute............................................ 12 4.4 Authors.................................................. 13 4.5 License.................................................. 14 4.6 ChangeLog................................................ 15 4.7 Todo list................................................. 39 4.8 Thanks.................................................. 42 4.9 Glossary................................................. 42 5 Indices and tables 43 i ii PyFFI Documentation, Release 2.2.3 Release 2.2.3 Date April 05, 2018 The Python File Format Interface, briefly PyFFI, is an open source Python library for processing block structured binary files: • Simple: Reading, writing, and manipulating complex binary files in a Python environment is easy! Currently, PyFFI supports the NetImmerse/Gamebryo NIF and KFM formats, CryTek’s CGF format, the FaceGen EGM format, the DDS format, and the TGA format. • Batteries included: Many tools for files used by 3D games, such as optimizers, stripifier, tangent space calcu- lator, 2d/3d hull algorithms, inertia calculator, as well as a general purpose file editor QSkope (using PyQt4), are included. • Modular: Its highly modular design makes it easy to add support for new formats, and also to extend existing functionality. Contents 1 PyFFI Documentation, Release 2.2.3 2 Contents CHAPTER 1 Download Get PyFFI from Sourceforge, or install it with: easy_install-U PyFFI To get the latest (but possibly unstable) code, clone PyFFI from its Git repository: git clone--recursive git://github.com/amorilia/pyffi.git Be sure to use the –recursive flag to ensure that you also get all of the submodules.
    [Show full text]
  • H17 It Digitalcontentskyoukai-1.Pdf
    ߪߓ߼ߦ 㧝㧚ᧄ⺞ᩏ⎇ⓥߩ૏⟎ઃߌ ࠦࡦ࠹ࡦ࠷↥ᬺߪޔ࠺ࠫ࠲࡞ൻޔㄭઍ⚻༡ൻޔࠣࡠ࡯ࡃ࡞ൻ߇ㅴዷߔࠆਛߢޔᄢ߈ߥⅣ Ⴚᄌൻߩ⌀ߞดਛߦ޽ࠆޕขࠅಽߌ࠺ࠫ࠲࡞ൻߩㅴዷߪޔනߥࠆ೙૞ޔᵹㅢޔ೑ᵴ↪න⁛ ߢߩᛛⴚ⊛ㅴൻ߆ࠄޔ࠺ࠫ࠲࡞ࠪࡀࡑߩ᠟ᓇ࡮✬㓸࡮਄ᤋᛛⴚߩᮡḰൻߩേะޔࡉࡠ࡯࠼ ࡃࡦ࠼߿៤Ꮺ㔚⹤ะߌࠦࡦ࠹ࡦ࠷㈩ାࠨ࡯ࡆࠬߩᧄᩰൻߩേะޔ࠺ࠫ࠲࡞᡼ㅍߦะߌߚ HD 㜞♖⚦ᤋ௝ߩ೙૞࡮✬㓸ߩᧄᩰൻߣ࠺ࠫ࠲࡞ኅ㔚ߩㅴൻ࡮᥉෸ߩേะ╬ޘߦ઻޿ޔᦝߥࠆ ⛔วൻᛛⴚߩ࠾࡯࠭ߩ㜞߹ࠅߦࠃߞߡޔ㑐ㅪߔࠆࡂ࡯࠼ޔ࠰ࡈ࠻ޔ޽ࠆ޿ߪ↢↥ࠪࠬ࠹ࡓ ߣ޿ߞߚၮ⋚ᛛⴚߩᒝൻ߇ࠦࡦ࠹ࡦ࠷↥ᬺ޽ࠆ޿ߪ㑐ㅪ↥ᬺߩฦಽ㊁ߢ᳞߼ࠄࠇߡ޿ࠆޕ ৻ᣇߢޔޟ⍮⊛⽷↥ផㅴ⸘↹ 2005ޠ㧔2005 ᐕ 6 ᦬ 10 ᣣ⍮⊛⽷↥ᚢ⇛ᧄㇱ㧕ߦଐࠇ߫ޔᣣ ᧄߩ⹶ࠆࠥ࡯ࡓޔࠕ࠾ࡔ࡯࡚ࠪࡦߣ޿ߞߚᤋ௝ࠦࡦ࠹ࡦ࠷↥ᬺߪ਎⇇⊛ߦ㜞޿⹏ଔࠍฃߌޔ ᣣᧄߩ࠰ࡈ࠻ࡄࡢ࡯⊒ାߩਛᩭߣߒߡޔᶏᄖߦ߅ߌࠆᚒ߇࿖ߩࠗࡔ࡯ࠫะ਄ߦᄢ߈ߥᓎഀ ࠍᨐߚߔߛߌߢߪߥߊޔᦝߥࠆ਎⇇Ꮢ႐ߦㆡᔕߔࠆࠦࡦ࠹ࡦ࠷ߩ೙૞ផㅴߣᶏᄖᏒ႐᜛ᄢ ߇᳞߼ࠄࠇߡ޿ࠆޕ ߘߎߢ࠺ࠫ࠲࡞ࠦࡦ࠹ࡦ࠷ߩᰴ਎ઍၮ⋚ᛛⴚߦ㑐ߔࠆ⺞ᩏ⎇ⓥߩታᣉߦᒰࠅޔ࿖㓙┹੎ ജߩᒝൻߣၮ⋚ᛛⴚߣ޿߁㕙߆ࠄޔᤋ௝೙૞ᛛⴚߩ⎇ⓥ㐿⊒⺖㗴ࠍข਄ߍࠆޕᤋ௝ࠦࡦ࠹ ࡦ࠷ߩ೙૞ᚻᴺߣߒߡޔ3DCG ߿↹௝ಣℂߣ޿ߞߚ࠺ࠫ࠲࡞ᛛⴚࠍᵴ↪ߔࠆ௑ะ߇਎⇇ߩ ᤋ௝↥ᬺߢ੹߿৻⥸ൻߒߚޕᤋ௝⴫⃻߳ߩ࠺ࠫ࠲࡞ᛛⴚߩㆡ↪ߣߪޔᓥ᧪ᚻᴺߢߪᗐቯߢ ߈ߥ߆ߞߚᤋ௝⴫⃻ߩน⢻ᕈߩㅊ᳞ߢ޽ࠅޔ৻ᣇߢ↢↥วℂൻߩᵹࠇߢ߽޽ࠆޕ 2005 ᐕߪ਎⇇ߦ߅ߌࠆᤋ௝ߩ࠺ࠫ࠲࡞ൻߩవ┵࡜ࡦ࠽࡯ߩ৻ߟޔኅᐸ↪ࠥ࡯ࡓᯏߦ߅޿ ߡᰴ਎ઍᯏ߇⊓႐ߒޔࠥ࡯ࡓ↥ᬺ⇇ߢߪಠߘ 5 ᐕߦ 1 ᐲߣ޿ࠊࠇࠆᛛⴚ㕟ᣂߩᤨᦼࠍㄫ߃ ߡ޿ࠆޕ߹ߚ߽߁৻ߟߩవ┵࡜ࡦ࠽࡯ߢ޽ࠆࡂ࡝࠙࠶࠼ CG ࡊࡠ࠳࡚ࠢࠪࡦ෸߮ർ☨ޔEU ߩ࠺ࠫ࠲࡞ᤋ௝࠰ࡈ࠻ᬺ⇇ߦ߅޿ߡ߽⛮⛯ߒߚ⎇ⓥ㐿⊒߇ⴕࠊࠇߡ޿ࠆޕ ߆ࠃ߁ߥ࠺ࠫ࠲࡞ᤋ௝↥ᬺߩᛛⴚ㕟ᣂᄢᄌേᦼߦ߅޿ߡޔᚒ߇࿖ࠦࡦ࠹ࡦ࠷↥ᬺߩࠣࡠ ࡯ࡃ࡞ዷ㐿ߩఝ૏ᕈ⏕଻ߩⷞὐࠃࠅޔ࠺ࠫ࠲࡞ᤋ௝೙૞ߩၮ⋚ᛛⴚߩ⃻⁁ࠍ↥ᬺၮ⋚ߣߒ ߡࠠ࠴ࡦߣᝒ߃ޔ࿖㓙┹੎ఝ૏ߦ┙ߡࠆᰴ਎ઍࠦࡦ࠹ࡦ࠷ഃ↢ߩࠠ࡯ߣߥࠆ⎇ⓥ㐿⊒േะ ߆ࠄࠦࠕᛛⴚࠍតࠅޔᤋ௝↥ᬺᝄ⥝ߦะߌߡ⺖㗴ឭ⿠ߢ߈ࠆ੐ᬺᵴേߣߒߡᧄ⺞ᩏ⎇ⓥࠍ ૏⟎ߠߌࠆޕ 㧞㧚 ᧄᐕᐲߩᵴേ ᤓᐕᐲޔᣣᧄࠍઍ⴫ߔࠆᤋ௝೙૞ߦ㑐ߔࠆ࠺ࠫ࠲࡞೙૞ᛛⴚߩㆡ↪੐଀ߣߒߡޔࡂࠗࡉ ࡝࠶࠼ࠕ࠾ࡔ࡯࡚ࠪࡦ㧔ࠬ࠲ࠫࠝࠫࡉ࡝ޔޡࡂ࠙࡞ߩേߊၔޢઁ㧕෸߮ᤋ↹ VFX㧔᧲ᤋ࡮᧲ ᤋࠕ࠾ࡔ࡯࡚ࠪࡦޡ࠺ࡆ࡞ࡑࡦޢ㧕ߩࡔࠗࠠࡦࠣ੐଀ࠍ⺞ᩏߒޔᤋ௝ࡊࡠ࠳࡚ࠢࠪࡦ⃻႐ߦ ߅ߌࠆ⎇ⓥ㐿⊒ߩ޽ࠆߴ߈ᆫߣߒߡޔ೙૞⃻႐ߩ࠾࡯࠭ߣ⎇ⓥ㐿⊒ߩࠪ࡯࠭ࠍࡑ࠶࠴ࡦࠣ ߐߖޔࠢ࡝ࠛࠗ࠲࡯߇ഃㅧߔࠆߣߎࠈߢ޽ࠆᣣᧄဳᤋ௝⴫⃻ߩㅊ෸ࠍᡰេߔࠆ࠺ࠫ࠲࡞ᛛ ⴚၮ⋚ᢛ஻ߦะߌߡޔᤋ௝࡮ᛛⴚᖱႎ੤ᵹࠨࠗ࠻᭴▽߇ᔅ㗇ߢ޽ࠅޔߘࠇࠍࠦࡒࡘ࠾࠹ࠖ ⓨ㑆ߣߒߡਔ⠪ߩࠦ࡜ࡏ࡟࡯࡚ࠪࡦߦࠃࠆ⎇ⓥ㐿⊒ဳ౒ห೙૞ࠍౝኈߣߒߚ↥ቇදห⊛ࠕ ࡊࡠ࡯࠴߇ᔅⷐߣ⚿⺰ߒߚޕ ᧄᐕᐲߪޔᤓᐕᐲᚑᨐࠍ〯߹߃ߡߩਅ⸥Ԙޔԙޔ෸߮ᰴ਎ઍኅᐸ↪ࠥ࡯ࡓᯏ⊓႐ߦะߌ ߡ㜞♖⚦࡮㜞ᯏ⢻ൻᛛⴚࠗࡦࡄࠢ࠻ࠍㄫ߃ߚࠥ࡯ࡓ↥ᬺࠍኻ⽎ߣߒߚਅ⸥Ԛߦߟ޿ߡ⺞ᩏ ⎇ⓥࠍታᣉߒޔᰴ਎ઍߩ೙૞ၮ⋚ᛛⴚߩᣇะߣน⢻ᕈߦߟ޿ߡޔᰴ਎ઍࠦࡦ࠹ࡦ࠷ഃ↢ࠍ ᜂ߁ࠦࠕᛛⴚߦߟ޿ߡ⠨ኤߒߚޕ Ԙ ᤋ௝࡮ᛛⴚᖱႎ੤ᵹࠨࠗ࠻ߩࡊࡠ࠻࠲ࠗࡊߩ⸳⸘ߣ࠺ࡕࠪࠬ࠹ࡓߩ㐿⊒ ԙCG ᛛⴚࡑ࠶ࡊߩ૞ᚑ Ԛ ࠥ࡯ࡓ↥ᬺߩᛛⴚࡑ࠶ࡊߩ૞ᚑ 㧞㧚㧝
    [Show full text]
  • From Calling to Crisis
    FROM CALLING TO CRISIS: THE GROWTH PROCESS OF TEACHERS THROUGH CRISIS-LIKE INCIDENTS A Dissertation Presented to The Graduate Faculty of the University of Akron In Partial Fulfillment Of the Requirements for the Degree Doctor of Philosophy Jennifer L. Groman August, 2015 FROM CALLING TO CRISIS: THE GROWTH PROCESS OF TEACHERS THROUGH CRISIS-LIKE INCIDENTS Jennifer L. Groman Dissertation Approved: Accepted: Advisor Interim Department Chair Dr. Gary M. Holliday Dr. Peggy L. McCann Committee Member Interim Dean of the College Dr. Renee Mudrey-Camino Dr. Susan G. Clark Committee Member Interim Dean of the Graduate School Dr. Alfred W. Daviso III Dr. Rex D. Ramsier Committee Member Dr. Sandra Spickard-Prettyman Committee Member Dr. Rebecca McElfresh Committee Member Dr. Diane Montgomery ii ABSTRACT The phenomena of crisis in the formation and development of teacher identity is not unknown in the field of educational research, yet the study of these phenomena tends to focus on preservice and novice teachers. The purpose of this research is to discover through veteran teacher narratives, descriptions of crisis-like incidents, as well as any growth and transformation they may have experienced in the context of the profession. By studying teacher stories I hope to contribute to the understanding of how teachers navigate their teaching lives and shifting identities, especially in the face of difficulty, and gain insight into the value of collectively sharing and talking about the stories together. This Organic and Narrative based inquiry engaged three veteran teachers in conversations about the difficulties and challenges (crisis-like situations) of their teaching lives. The stories of crisis-like incidents (Veteran Stories) varied greatly, but themes emerged, such as: passion for the profession; varying needs for reflection; conflict of personal beliefs and institutional beliefs; conflict of belonging and not belonging; harmed and healed relationships; and the presence of a strongly held core belief.
    [Show full text]
  • Explicitly Parallel Programming with Shared-Memory Is Insane: at Least Make It Deterministic!
    Explicitly Parallel Programming with Shared-Memory is Insane: At Least Make it Deterministic! Joe Devietti, Brandon Lucia, Luis Ceze and Mark Oskin Department of Computer Science and Engineering University of Washington Abstract times before a subtle synchronization bug appears. The current The root of all (or most) evil in programming shared memory solution to this is based on hope: simply execute the application multiprocessors is that execution is not deterministic. Bugs are several times and hope the significant thread interleavings that hard to find and non-repeatable. This makes debugging a night- will occur, have occurred. Test-suites, the bed rock of reliable mare and gives little assurance in the testing — there is no way to software development, have diminished value with multithread- know how the program will behave in a different environment. ing. If a program executes differently each time it is run, what Testing and debugging is already difficult with a single thread does any particular test suite actually test; i.e. what is the cover- on uniprocessors. Pervasive parallel programs and chip multi- age? If the program output varies from run to run, is that program processors will make this difficulty worse, and more widespread wrong, or is it just a different, legitimate outcome? Finally, how throughout our industry. can developers have confidence that any particular thread inter- In this paper we make the case for fully deterministic shared leavings that occur in a software product deployed in the wild, memory multiprocessing. The idea is to make memory interleav- have been tested in-house? ing fully deterministic, in contrast to past approaches of simply replaying an execution based on a memory interleaving log.
    [Show full text]
  • S Q X W W X А V А
    RETRO7 Cover UK 09/08/2004 12:20 PM Page 1 ❙❋❙P✄❍❇N❋❙ ❉PNNP❊P❙❋•❚❋❍❇•❖❏❖❋❖❊P•❇❇❙❏•❚❏❖❉M❇❏❙•❇❉P❙❖•& NP❙❋ * ❏❚❚❋✄❚❋❋❖ * ❙❋❙P✄❍❇N❋❙ £5.99 UK • $13.95 Aus $27.70 NZ ISSUE SEVEN I❋✄❇❇❙❏✄❚✄G❇N❏M ◗P❋❙✄❏IP✄I❋✄◗❙❏❉❋? ❉M❇❚❚❏❉✄❍❇N❏❖❍✄❋◗P✄L I❋✄❚IP✄& ❏❚✄❚❇❙✎✄N❇I❋✄❚N❏I ❉P❏❖✏P◗✄❉P❖❋❙❚❏P❖❚ I❏❉I✄IPN❋✄❋❙❚❏P❖✄❇❚✄❈❋❚? ◗M❚✄MP❇❊❚✄NP❙❋✢ I❋✄M❋❋M✄ ❚P❙✄❉P❖❏❖❋❊✎✄ L❋❏I✄❉❇N◗❈❋MM9✎ ❚✄❊❋❚❋❙✄❏❚M❇❖❊✄❊❏❚❉❚ >SYNTAX ERROR! >MISSING COVERDISC? <CONSULT NEWSAGENT> & ❇❙❉❇❊❋✄I❖✄◗❊❇❋ 007 Untitled-1 1 1/9/06 12:55:47 RETRO7 Intro/Hello 11/08/2004 9:36 PM Page 3 hello <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Roy Birch + Da Beast + Craig Chubb Sub Editors = Rachel White + Katie Hallam Contributors = Richard Burton + David Crookes Jason Darby + Richard Davey Paul Drury + Ant Cooke Andrew Fisher + Richard Hewison Alan Martin + Robert Mellor Craig Vaughan + Iain "Plonker" Warde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = Linda Henry elcome to another horseshit”, there must be a others that we are keeping up Accounts Manager = installment in the Retro thousand Retro Gamer readers our sleeves for now. We’ve also Karen Battrick WGamer saga. I’d like to who disagree. Outnumbered and managed to secure some quality Circulation Manager = Steve Hobbs start by saying a big hello to all outgunned, my friend. coverdisc content, so there’s Marketing Manager = of those who attended the Classic Anyway, back to the show.
    [Show full text]