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Cryonics Magazine, Q1 2001
SOURCE FEATURES PAGE Fred Chamberlain Glass Transitions: A Project Proposal 3 Mike Perry Interview with Dr. Jerry Lemler, M.D. 13 Austin Esfandiary A Tribute to FM-2030 16 Johnny Boston FM & I 18 Billy H. Seidel the ALCOR adventure 39 Natasha Vita-More Considering Aesthetics 45 Columns Book Review: Affective Computing..................................41 You Only Go Around Twice .................................................42 First Thoughts on Last Matters............................................48 TechNews.......................................................................51 Alcor update - 19 The Global Membership Challenge . 19 Letter from Steve Bridge . 26 President’s Report . 22 “Last-Minute” Calls . 27 Transitions and New Developments . 24 Alcor Membership Status . 37 1st Qtr. 2001 • Cryonics 1 Alcor: the need for a rescue team or even for ingly evident that the leadership of The Origin of Our Name cryonics itself. Symbolically then, Alcor CSC would not support or even would be a “test” of vision as regards life tolerate a rescue team concept. Less In September of 1970 Fred and extension. than one year after the 1970 dinner Linda Chamberlain (the founders of As an acronym, Alcor is a close if meeting, the Chamberlains severed all Alcor) were asked to come up with a not perfect fit with Allopathic Cryogenic ties with CSC and incorporated the name for a rescue team for the now- Rescue. The Chamberlains could have “Rocky Mountain Cryonics Society” defunct Cryonics Society of California forced a five-word string, but these three in the State of Washington. The articles (CSC). In view of our logical destiny seemed sufficient. Allopathy (as opposed and bylaws of this organization (the stars), they searched through star to Homeopathy) is a medical perspective specifically provided for “Alcor catalogs and books on astronomy, wherein any treatment that improves the Members,” who were to be the core of hoping to find a star that could serve as prognosis is valid. -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
ECE 435 – Network Engineering Lecture 15
ECE 435 { Network Engineering Lecture 15 Vince Weaver http://web.eece.maine.edu/~vweaver [email protected] 25 March 2021 Announcements • Note, this lecture has no video recorded due to problems with UMaine zoom authentication at class start time • HW#6 graded • Don't forget HW#7 • Project Topics due 1 RFC791 Post-it-Note Internet Protocol Datagram RFC791 Source Destination If other than version 4, Version attach form RFC 2460. Type of Service Precedence high reliability Routine Fragmentation Offset high throughput Priority Transport layer use only low delay Immediate Flash more to follow Protocol Flash Override do not fragment CRITIC/ECP this bit intentionally left blank TCP Internetwork Control UDP Network Control Other _________ Identifier _______________________ Length Header Length Data Print legibly and press hard. You are making up to 255 copies. _________________________________________________ _________________________________________________ _________________________________________________ Time to Live Options _________________________________________________ Do not write _________________________________________________ in this space. _________________________________________________ _________________________________________________ Header Checksum _________________________________________________ _________________________________________________ for more info, check IPv4 specifications at http://www.ietf.org/rfc/rfc0791.txt 2 HW#6 Review • Header: 0x000e: 4500 = version(4), header length(5)=20 bytes ToS=0 0x0010: 0038 = packet length (56 bytes) 0x0012: 572a = identifier 0x0014: 4000 = fragment 0100 0000 0000 0000 = do not fragment, offset 0 0x0016: 40 = TTL = 64 0x0017: 06 = Upper layer protocol (6=TCP) 0x0018: 69cc = checksum 0x001a: c0a80833 = source IP 192.168.8.51 0x001e: 826f2e7f = dest IP 130.111.46.127 • Valid IPs 3 ◦ 123.267.67.44 = N ◦ 8.8.8.8 = Y ◦ 3232237569 = 192.168.8.1 ◦ 0xc0a80801 = 192.168.8.1 • A class-A allocation is roughly 224=232 which is 0.39% • 192.168.13.0/24. -
Campus Networking Best Practices Session 5: Wireless
Campus Networking Best Practices Session 5: Wireless LAN Hervey Allen Dale Smith NSRC & University of Oregon University of Oregon & NSRC [email protected] [email protected] Wireless LAN • Provide wireless network across your campus that has the following characteristics: – Authentication – only allow your users – Roaming – allow users to start up in one section of your network, then move to another location – Runs on your campus network Firewall/ Border Traffic Shaper Router Wireless REN switch Authentication Core Gateway Router Core Servers Network Access Control (NAC) Enterprise Identity Management • Processes and Documentation of users. – Now you must deal with this. – What to use as the back-end user store? • LDAP • Active Directory • Kerberos • Other? – Will this play nice with future use? • email, student/staff information, resource access, ... Identity Management Cont. • An example of such a project can be seen here: – http://ccadmin.uoregon.edu/idm/ • This is a retrofit on to an already retrofitted system. • Learn from others and try to avoid this situation if possible. A Wireless Captive Portal The Wireless Captive Portal • Previous example was very simple. • A Captive Portal is your chance to: – Explain your Acceptable Use Policies – Decide if you must authenticate, or – Allow users on your network and monitor for problems instead (alternate solution). – Anything else? Branding? What's Happening? • remember our initial network diagrams...? • Do you think our hotel built their own solution? • Probably not... Commercial Solutions • Aruba http://www.arubanetworks.com/ • Bradford Networks – http://www.bradfordnetworks.com/ • Cisco NAC Appliance (Clean Access) – http://www.cisco.com/en/US/products/ps6128/ • Cisco Wireless LAN Controllers – http://www.cisco.com/en/US/products/hw/wireless/ • Enterasys http://www.enterasys.com/ • Vernier http://www.verniernetworks.com Open Source Solutions • CoovaChilli (morphed from Chillispot) – http://coova.org/wiki/index.php/CoovaChilli – Uses RADIUS for access and accounting. -
Open Thesis Final.Pdf
The Pennsylvania State University The Graduate School College of Communications EVALUATIO OF FOSS VIDEO GAMES I COMPARISO TO THEIR COMMERCIAL COUTERPARTS A Thesis in Media Studies By Jesse A. Clark © 2008 Jesse A. Clark Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts August 2008 ii The thesis of Jesse A. Clark was reviewed and approved* by the following:: John Nichols Professor of Communications Associate Dean for Graduate Studies and Research Matt Jackson Associate Professor of Communications Head of Department of Telecommunications Thesis Advisor Robert Frieden Professor; Pioneers Chair in Telecommunications Ronald Bettig Associate Professor of Communications *Signatures are on file in the Graduate School. iii Abstract The topic of copyrights and copyright law is a crucial component in understanding today's media landscape. The purpose for having a copyright system as outlined in the U.S. Constitution is to provide content creators with an incentive to create. The copyright system allows revenue to be generated through sales of copies of works; thus allowing for works to be created which otherwise would not be created. Yet it is entirely possible that not all large creative projects require the same legal framework as an incentive. The so called “copyleft” movement (which will be defined and explained in depth later) offers an alternative to the industrial mode of cultural production. Superficially, “copylefted” works can be divided into two broad categories: artistic/creative works (which are often protected by “Creative Commons” licenses), and Free/Open Source Software. This thesis evaluates how open source video games compare to their commercial counterparts and discusses the reasons for any difference in overall quality. -
GWT + HTML5 Can Do What? (Google I/O 2010)
GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace -
Download Download
JOURNAL FOR TRANSCULTURAL PRESENCES & DIACHRONIC IDENTITIES FROM ANTIQUITY TO DATE THERSITES 7/2018 www.thersites.uni-mainz.de CHRISTIAN ROLLINGER (Universität Trier) Battling the Gods An Interview with the Creators of “Apotheon” (2015): Jesse McGibney (Creative Director), Maciej Paprocki (Classical Scholar), Marios Aristopoulos (Composer) in: thersites 7 (2018), 11-29. KEYWORDS Game Studies, Game design, Ancient Mythology, Music design Christian Rollinger Introduction In 2015, Alientrap Games, a small, independent game studio based in To- ronto, released the video game Apotheon for Windows/PC, Mac OS X, Linux, and PlayStation 4. Apotheon is a visually striking side-scrolling ac- tion-adventure game, in which the player takes on the role of an ancient Greek hero fighting against Olympian deities.1 As Nikandreos, his mission is to wrest divine powers from the Gods, in the process becoming a deity himself. The game has received generally favourable reviews and holds an aggregated Metacritic score of 78/100.2 Reviews have lauded the game for its ‘old school’ appeal, being a classic scrolling action title in a time that almost exclusively focuses on 3D action games in the God of War vein.3 While reviews of the game were not universally favourable, with some crit- icising the game’s inventory system and combat modes,4 the distinctive graphics, inspired by Greek vase paintings, and soundtrack have garnered widespread applause, and reviewers praise the game’s “stunning look and feel”5, stating that playing Apotheon “is like being an archaeologist explor- ing and unearthing the mysteries of an unknown world. […] Like the ochre- stained walls of an Athenian temple circa 500 BC, Apotheon’s characters are little more than black silhouettes.”6 1 http://www.alientrap.com/presskit/sheet.php?p=apotheon (accessed 18.09.2018). -
Směrovací Démon BIRD
Směrovací démon BIRD CZ.NIC z. s. p. o. Ondřej Filip / [email protected] 8. 6. 2010 – IT10 1 Směrování a forwarding ● Router - zařízení připojené k více sítím ● Umí přeposlat „cizí“ zprávu - forwarding ● Cestu pozná podle směrovací (routovací) tabulky ● Sestavování routovací tabulky – routing – Statické – Dynamické ● Interní - uvnitř AS rychlé, důvěřivé, přesné – RIP, OSPF ● Externí (mezi AS, pomalé, filtering, přibližné – pouze BGP 2 Rozdělení směrovacích protokolů AS 2 RIP BGP AS 1 OSPF BGP BGP AS 3 3 static Směrovací démon ● Na Linuxu (a ostatních UNIXech) – uživatelská aplikace mimo jádro, forwarding v jádře ● Obvykle implementuje více směrovacích protokolů ● Směrovací politika - filtrování ● Quagga (Zebra) – Cisco syntax http://www.quagga.net ● OpenBGPd - http://www.openbgpd.org ● GateD – zastaralý, ne volná licence ● BIRD 4 Historie projektu ● Start projektu v roce 1999 ● Seminární projekt – MFF UK Praha ● Projekt uspán ● Drobné probuzeni v letech 2003 a 2006 (CESNET) ● Plně obnoveno na přelomu 2008/2009 v rámci Laboratoří CZ.NIC - http://labs.nic.cz 5 Cíle projektu ● Opensource směrovací démon – alternativa k tehdejšímu démonu Quagga/Zebra (GateD) ● Rychlý a efektivní ● Portabilní, modulární ● Podpora současných směrovacích protokolů ● IPv6 a IPv4 v jednom zdrojovém kódu (dvojí překlad) ● Snadná konfigurace a rekonfigurace (!) ● Silný filtrovací jazyk 6 Vlastnosti ● Portabilní – Linux, FreeBSD, NetBSD, OpenBSD ● Podpora IPv4 i IPv6 ● Static, RIP, OSPF, BGP - Route reflektor, Směrovací server (Route server) ASN32 (ASPLAIN), MD5 -
Iptables with Shorewall!
Iptables with shorewall! Table of Contents 1. Install swarmlab-sec (Home PC) . 1 2. shorewall . 1 2.1. Installation . 2 3. Basic Two-Interface Firewall. 2 4. Shorewall Concepts . 3 4.1. zones — Shorewall zone declaration file . 3 4.2. interfaces — Shorewall interfaces file. 4 4.3. policy — Shorewall policy file . 4 4.4. rules — Shorewall rules file . 4 4.5. Compile then Execute . 4 5. Three-Interface Firewall. 5 5.1. zones . 6 5.2. interfaces . 6 5.3. policy . 7 5.4. rules . 7 5.5. masq - Shorewall Masquerade/SNAT definition file . 7 5.6. snat — Shorewall SNAT/Masquerade definition file . 8 5.7. Compile and Execute . 8 1. Install swarmlab-sec (Home PC) HowTo: See http://docs.swarmlab.io/lab/sec/sec.adoc.html NOTE Assuming you’re already logged in 2. shorewall Shorewall is an open source firewall tool for Linux that builds upon the Netfilter (iptables/ipchains) system built into the Linux kernel, making it easier to manage more complex configuration schemes by providing a higher level of abstraction for describing rules using text files. More: wikipedia 1 NOTE Our docker instances have only one nic to add more nic’s: create netowrk frist docker network create --driver=bridge --subnet=192.168.0.0/16 net1 docker network create --driver=bridge --subnet=192.168.0.0/16 net2 docker network create --driver=bridge --subnet=192.168.0.0/16 net3 then connect network to container connect network created to container docker network connect net1 master docker network connect net1 worker1 docker network connect net2 master docker network connect net2 worker2 now let’s look at the following image 2.1. -
Serving the Boaters of America PROLOG P/R/C Greg Scotten, SN
Volume 2, Issue 2 May 2012 Marketing and Public Relations, The Art and Science of Creating LINKS (Click on selected Link) a Call to Action and Causing a Change. The United States Power Squadrons PR Contest Forms Boating Safety Centennial Anniversary Articles Cabinet Serving the Boaters of America PROLOG P/R/C Greg Scotten, SN The United States Power Squadrons is Inside this issue: celebrating 100 years of community Jacksonville Sail & Power service on 1 February 2014. Your Squadron to conduct a celebratory USPS Centennial 1 squadron needs to be part of that boat parade on the St. John’s important Centennial event which is a River. national milestone. To celebrate this Bright Ideas 2 national milestone, several projects are The Power Squadrons Flag and underway and a national anniversary Etiquette Committee has designed Importance of 3 a unique boat Ensign, which Squadron Editors web page will post exciting activities and information. The Power Squadrons’ emphasizes the event, and is to be MPR Committee 3 Ship Store will be featuring items with flown on members’ vessels in 2013 Mission the 100th Anniversary Logo. An and 2014. A special new Power anniversary postal commemorative is Squadrons logo has been under discussion. All levels of the distributed and is available on line. organization are planning local 2012 Governing 4 A year long ceremonial activity is community activities. Board planned. At the 2013 Annual The precise anniversary day is Sunday, Meeting Governing Board, full sized anniversary Ensigns will be Hands-on Training 6 2 February 2014. But because the Governing Board at the Annual Meeting presented to each of the thirty- two districts. -
Communicator's Tools
Communicator’s Tools (II): Documentation and web resources ENGLISH FOR SCIENCE AND TECHNOLOGY ““LaLa webweb eses unun mundomundo dede aplicacionesaplicaciones textualestextuales…… hayhay unun grangran conjuntoconjunto dede imimáágenesgenes ee incontablesincontables archivosarchivos dede audio,audio, peropero elel textotexto predominapredomina nono ssóólolo enen cantidad,cantidad, sinosino enen utilizaciutilizacióónn……”” MillMilláánn (2001:(2001: 3535--36)36) Internet • Global computer network of interconnected educational, scientific, business and governmental networks for communication and data exchange. • Purpose: find and locate useful and quality information. Internet • Web acquisition. Some problems – Enormous volume of information – Fast pace of change on web information – Chaos of contents – Complexity and diversification of information – Lack of security – Silence & noise – Source for advertising and money – No assessment criteria Search engines and web directories • Differencies between search engines and directories • Search syntax (Google y Altavista) • Search strategies • Evaluation criteria Search engines • Index millions of web pages • How they work: – They work by storing information about many web pages, which they retrieve from the WWW itself. – Generally use robot crawlers to locate searchable pages on web sites (robots are also called crawlers, spiders, gatherers or harvesters) and mine data available in newsgroups, databases, or open directories. – The contents of each page are analyzed to determine how it should be indexed (for example, words are extracted from the titles, headings, or special fields called meta tags). Data about web pages are stored in an index database for use in later queries. – Some search engines, such as Google, store all or part of the source page (referred to as a cache) as well as information about the web pages. -
Gscale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics
gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue, Shanghai Jiao Tong University and Intel Corporation; Kun Tian, Intel Corporation; Yaozu Dong, Shanghai Jiao Tong University and Intel Corporation; Jiacheng Ma, Jiajun Wang, and Zhengwei Qi, Shanghai Jiao Tong University; Bingsheng He, National University of Singapore; Haibing Guan, Shanghai Jiao Tong University https://www.usenix.org/conference/atc16/technical-sessions/presentation/xue This paper is included in the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16). June 22–24, 2016 • Denver, CO, USA 978-1-931971-30-0 Open access to the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16) is sponsored by USENIX. gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue1,2, Kun Tian2, Yaozu Dong1,2, Jiacheng Ma1, Jiajun Wang1, Zhengwei Qi1, Bingsheng He3, Haibing Guan1 {xuemochi, mjc0608, jiajunwang, qizhenwei, hbguan}@sjtu.edu.cn {kevin.tian, eddie.dong}@intel.com [email protected] 1Shanghai Jiao Tong University, 2Intel Corporation, 3National University of Singapore Abstract As one of the key enabling technologies of GPU cloud, GPU virtualization is intended to provide flexible and With increasing GPU-intensive workloads deployed on scalable GPU resources for multiple instances with high cloud, the cloud service providers are seeking for practi- performance. To achieve such a challenging goal, sev- cal and efficient GPU virtualization solutions. However, eral GPU virtualization solutions were introduced, i.e., the cutting-edge GPU virtualization techniques such as GPUvm [28] and gVirt [30]. gVirt, also known as GVT- gVirt still suffer from the restriction of scalability, which g, is a full virtualization solution with mediated pass- constrains the number of guest virtual GPU instances.