Game Engines Overview Ernesto Araiza & Saber Adavi Natural User Interaction in Cars Definition
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Learn Python the Hard Way
ptg11539604 LEARN PYTHON THE HARD WAY Third Edition ptg11539604 Zed Shaw’s Hard Way Series Visit informit.com/hardway for a complete list of available publications. ed Shaw’s Hard Way Series emphasizes instruction and making things as ptg11539604 Zthe best way to get started in many computer science topics. Each book in the series is designed around short, understandable exercises that take you through a course of instruction that creates working software. All exercises are thoroughly tested to verify they work with real students, thus increasing your chance of success. The accompanying video walks you through the code in each exercise. Zed adds a bit of humor and inside jokes to make you laugh while you’re learning. Make sure to connect with us! informit.com/socialconnect LEARN PYTHON THE HARD WAY A Very Simple Introduction to the Terrifyingly Beautiful World of Computers and Code Third Edition ptg11539604 Zed A. Shaw 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 products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. 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 or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. -
Geoviewer3d: 3D Geographical Information Viewing
Ibero-American Symposium on Computer Graphics - SIACG (2006), pp. 1–4 P. Brunet, N. Correia, and G. Baranoski (Editors) GeoViewer3D: 3D Geographical Information Viewing Rafael Gaitán1, María Ten1, Javier Lluch1 y, Luis W. Sevilla2z 1Departamento de Sistemas Informáticos y Computación, Universidad Politécnica de Valencia, Camino de Vera s/n, 46022 2Consellería de Infraestructuras y Transporte, Avenida de Aragón Valencia, Spain Abstract Our State Government is developing a Geographical Information System (GIS), called gvSIG. This project follows the open source philosophy, and uses JAVA as development platform. Consequently, it is portable and can be used by anyone around the world. In this paper, we describe the design and architecture of a prototype for browsing 3D geospatial information. GeoViewer3D is a system that handles and displays worldwide satellite imagery in- cluding textures and elevation data. It has a modular architecture and an efficient 3D rendering system based on OpenSceneGraph. The system incorporates a disk cache to improve access to GIS data. The goal of this prototype is to join the gvSIG project as 3D information viewer. Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities H.4 [Information Systems Applications]: 1. Introduction Recent advances in 3D technology are gradually enabling the development and exploitation of 3D graphical informa- A Geographical Information System (GISs) is an integrated tion systems [FPM99, Jon89]. New applications, like Nasa system that stores, analyzes, shares, edits and displays spa- World Wind or Google Earth have lately been developed. tial data and associated information. Recently GIS have be- Still, there are only a few 3D geographical information ap- come more important due to the great variety of application plications. -
Tasosuunnittelu Source Engine -Pelimoottorilla
Tasosuunnittelu Source Engine -pelimoottorilla Viestintä 3D-visualisointi Opinnäytetyö 31.5.2009 Arttu Mäki Kulttuurialat Koulutusohjelma Suuntautumisvaihtoehto Viestintä 3D-visualisointi Tekijä Arttu Mäki Työn nimi Tasosuunnittelu Source Engine -pelimoottorilla Työn ohjaaja/ohjaajat Kristian Simolin Työn laji Aika Numeroidut sivut + liitteiden sivut Opinnäytetyö 31.5.2009 31 TIIVISTELMÄ Opinnäytetyön tutkimuksen kohteena selvitettiin ja ratkaistiin yleisiä ongelmia ja haasteita liittyen Valve Softwaren kehittämään, Source Engine –pelimoottorilla toimivaan tasosuunnit- teluohjelmaan ja sen käyttöön. Työ käy läpi tärkeimmät suunnitteluun liittyvät työtavat geometrian rakentamisesta valaistuksen määrittämiseen. Työnä esitellään Valve Softwarelle 2008 keväällä myyty projekti ”Fastlane”, josta tuli yksi virallisista kartoista Team Fortress 2 – moninpeliin. Tasosuunnittelulla tarkoitetaan kentän rakentamista alkuperäisten suunnitelmien perusteella aina toimivaksi pelikentäksi asti. Kenttään rakennetaan pelimekaaniset elementit, valaistus, mallit ja äänet. Opinnäytetyössä on tarkasteltu pelisuunnittelun historiaa, yritysten taustaa, sekä käyty läpi käytettävän ohjelmiston työkalut ja toiminnot. Työssä on käytetty apuna laajaa valikoimaa eri lähdemateriaaleja koskien taso- ja pelisuun- nittelua ja käyty läpi tapauskohtaisesti se, miten voitaisiin selvitä prosessista mahdollisim- man tehokkaasti hyödyntäen Valve Softwaren tarjoamia monipuolisia työkaluja. Teos/Esitys/Produktio Säilytyspaikka Metropolia Ammattikorkeakoulu Avainsanat tasosuunnittelu, -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Openscenegraph (OSG)—The Cross-Platform Open Source Scene
Project Report Student: Katerina Taskova 3-year PhD student International Postgraduate School Jozef Stefan Ljubljana, Slovenia This project was a SIMLAB student internship project financed by a scholarship of the German Academic Exchange Service (DAAD) within the framework of the Stability Pact of Southern Eastern Europe funded by the German federal government. Period of the internship: 06.01.2009 - 29. 03.2009 Department: Computation in Engineering Faculty of Civil Engineering Technique University of Munich Advisor on the project: Dr. Martin Ruess Computation in Engineering Faculty of Civil Engineering Technique University of Munich Project description Idea The main idea was to incorporate user interactivity with simulation models during runtime in order to get an immediate response to model changes, a concept known as Computational Steering. This requires an implementation of a single-sided communication concept (with Massage Passing Interface, version MPI2) for the communication between simulation and visualization (two independently running processes with their own memory). Simulation The simulation process simulates the behavior of a real physical system. More specifically, it simulates the vibration (dynamic response) from a harmonic/periodic loading on thin plates. This process permanently produces results, scalar simulation data in sequential time steps, which are the input for the visualization process. Typically this calculation is numerical expensive and time-consuming. For this purpose was used a C++ implemented Finite-Element software package for dynamic simulation by Dr.Martin Ruess and it wasn’t a task for implementation in this project. Visualization The visualization process is the second independent process responsible exclusively for the visualization of the results generated with the thin plate vibration simulator. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Game Engines in Game Education
Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1. -
Amazon Lumberyard Guide De Bienvenue Version 1.24 Amazon Lumberyard Guide De Bienvenue
Amazon Lumberyard Guide de bienvenue Version 1.24 Amazon Lumberyard Guide de bienvenue Amazon Lumberyard: Guide de bienvenue Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Amazon Lumberyard Guide de bienvenue Table of Contents Bienvenue dans Amazon Lumberyard .................................................................................................... 1 Fonctionnalités créatives de Amazon Lumberyard, sans compromis .................................................... 1 Contenu du Guide de bienvenue .................................................................................................. 2 Fonctions de Lumberyard .................................................................................................................... 3 Voici quelques-unes des fonctions d'Lumberyard : ........................................................................... 3 Plateformes prises en charge ....................................................................................................... 4 Fonctionnement d'Amazon Lumberyard ................................................................................................. -
Game Engine Architecture
Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of -
Symantec Web Security Service Policy Guide
Web Security Service Policy Guide Version 6.10.4.1/OCT.12.2018 Symantec Web Security Service/Page 2 Policy Guide/Page 3 Copyrights Copyright © 2018 Symantec Corp. All rights reserved. Symantec, the Symantec Logo, the Checkmark Logo, Blue Coat, and the Blue Coat logo are trademarks or registered trademarks of Symantec Corp. or its affiliates in the U.S. and other coun- tries. Other names may be trademarks of their respective owners. This document is provided for informational purposes only and is not intended as advertising. All warranties relating to the information in this document, either express or implied, are disclaimed to the maximum extent allowed by law. The information in this document is subject to change without notice. THE DOCUMENTATION IS PROVIDED "AS IS" AND ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. SYMANTEC CORPORATION SHALL NOT BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH THE FURNISHING, PERFORMANCE, OR USE OF THIS DOCUMENTATION. THE INFORMATION CONTAINED IN THIS DOCUMENTATION IS SUBJECT TO CHANGE WITHOUT NOTICE. Symantec Corporation 350 Ellis Street Mountain View, CA 94043 www.symantec.com Policy Guide/Page 4 Symantec Web Security Service Policy Guide The Symantec Web Security Service solutions provide real-time protection against web-borne threats. As a cloud-based product, the Web Security Service leverages Symantec's proven security technology as well as the WebPulse™ cloud com- munity of over 75 million users. -
La Brea and Beyond: the Paleontology of Asphalt-Preserved Biotas
La Brea and Beyond: The Paleontology of Asphalt-Preserved Biotas Edited by John M. Harris Natural History Museum of Los Angeles County Science Series 42 September 15, 2015 Cover Illustration: Pit 91 in 1915 An asphaltic bone mass in Pit 91 was discovered and exposed by the Los Angeles County Museum of History, Science and Art in the summer of 1915. The Los Angeles County Museum of Natural History resumed excavation at this site in 1969. Retrieval of the “microfossils” from the asphaltic matrix has yielded a wealth of insect, mollusk, and plant remains, more than doubling the number of species recovered by earlier excavations. Today, the current excavation site is 900 square feet in extent, yielding fossils that range in age from about 15,000 to about 42,000 radiocarbon years. Natural History Museum of Los Angeles County Archives, RLB 347. LA BREA AND BEYOND: THE PALEONTOLOGY OF ASPHALT-PRESERVED BIOTAS Edited By John M. Harris NO. 42 SCIENCE SERIES NATURAL HISTORY MUSEUM OF LOS ANGELES COUNTY SCIENTIFIC PUBLICATIONS COMMITTEE Luis M. Chiappe, Vice President for Research and Collections John M. Harris, Committee Chairman Joel W. Martin Gregory Pauly Christine Thacker Xiaoming Wang K. Victoria Brown, Managing Editor Go Online to www.nhm.org/scholarlypublications for open access to volumes of Science Series and Contributions in Science. Natural History Museum of Los Angeles County Los Angeles, California 90007 ISSN 1-891276-27-1 Published on September 15, 2015 Printed at Allen Press, Inc., Lawrence, Kansas PREFACE Rancho La Brea was a Mexican land grant Basin during the Late Pleistocene—sagebrush located to the west of El Pueblo de Nuestra scrub dotted with groves of oak and juniper with Sen˜ora la Reina de los A´ ngeles del Rı´ode riparian woodland along the major stream courses Porciu´ncula, now better known as downtown and with chaparral vegetation on the surrounding Los Angeles. -
Multiplayer Online Games Insecurity (Neverfeelsafewhileplayingonline)
MULTIPLAYER ONLINE GAMES INSECURITY (NEVER FEEL SAFE WHILE PLAYING ONLINE) Luigi Auriemma1 and Donato Ferrante2 ReVuln http://revuln.com [email protected] http://twitter.com/revuln 25 January 2013 Abstract Multiplayer online games security is an underestimated field, with an insane amount of players playing online games and companies push- ing out new games at an incredible rate. In this ecosystem finding vulnera- bilities in games turns to be a really attractive work. 1W HY ATTACKING GAMES? There are two main entities in multiplayer games: players and companies. Players play games for fun, companies make games for money. For each of these two entities there are different possible subsets of attackers. Let’s start by considering players. 1.1A TTACKING PLAYERS Some of the people who may be interested in attacking players systems while they play online games include: Script kiddies - people without any technical knowledge. They browse the • internet looking for ready-to-use attacking tools, and then they use such tools to attack players. Primarily, their final goal is to generate Denial Of Service (DoS) conditions against players systems. Others - this category is composed by several entities. We may find people • testing exploits, or people trying to build a games-based malware botnet. Others also include people interested in deploying "applications" on remote systems. 1.2A TTACKING COMPANIES As stated previously, companies make games for money. This is their business. Because of this possible attackers for game companies include: Script kiddies - this category of attackers makes no distinction between play- • ers or companies. They attack both for fun.