Game Development for Ios with Unity3d Game Game Jeff W
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Casual Gaming
Casual gaming KW Cheng [email protected] VU Amsterdam January 28, 2011 Abstract Common elements in the design of casual games include [TRE10]: Casual games have started to get a large player - Rules and goals must be clear. base in the last decade. In this paper we are - Players need to be able to quickly reach profi- going to have a basic look at the technology in- ciency. volved in creating casual games, common game - Casual gameplay adapts to a players life and mechanics, and the influence of social media on schedule. casual games. - Game concepts borrow familiar content and themes from life. 1 Introduction 1.2 History In this paper we are going to look at how ca- sual games are being created. This will include The start of casual gaming began in 1990 when useful tools, and commonly used programming Microsoft started bundling Windows Solitaire with languages. The main part of this paper will look Windows. Many people were still getting used at some game mechanics which are at the core to the idea of using a mouse to navigate through of casual games. We will pick out some popular a graphical user interface. Microsoft used Win- games and look at which mechanics are crucial to dows Solitaire to train people to use the mouse a successful gameplay. We will also look at the and to soothe people intimidated by the operat- influence of how social media introduced more ing system. [LEV08] The reason why Windows people to casual games. Solitaire is successful is because it is accessible, you do not have to install anything, because it 1.1 What are casual games comes with your operating system. -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the blackouts and the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer. -
Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World
Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World’s Leading Game Development Platform Company Poised for Continued Rapid Growth in Core Game Engine and Virtual and Augmented Reality Technology SAN FRANCISCO, Calif. — Unity Technologies, the largest global development platform for creating 2D, 3D, virtual and augmented reality games and experiences, announced today an investment by Silver Lake, the global leader in technology investing, of up to $400 million in the company. The primary use of new capital will be driving growth in Unity’s augmented and virtual reality capabilities and in its core engine. Silver Lake Managing Partner Egon Durban will join Unity’s board of directors. “Our mission to help game developers bring their disparate creative visions to life has enabled us to create a rapidly expanding global platform with enormous growth potential both within and beyond gaming,” said John Riccitiello, CEO of Unity. “We look forward to partnering with Silver Lake, with its proven technology industry expertise, to enhance Unity’s next stage of growth, allowing us to accelerate the advance of augmented and virtual reality in both gaming and non-gaming markets and continue to democratize development.” Unity is the leading provider of mission-critical infrastructure for gaming. Every month, developers using the Unity platform create more than 90,000 unique applications, which are downloaded over 1.7 billion times per month. Over the past two years, the company has leveraged its long history as a game engine provider to expand into new offerings, including a market-leading in-game mobile ad network and a widely deployed analytics tool using machine learning and data science. -
Information-Driven Search Strategies in the Board Game of Clue 609
This article has been accepted for inclusion in a future issue of this journal. Content is final as presented, with the exception of pagination. IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS—PART B: CYBERNETICS, VOL. 39, NO. 3, JUNE 2009 607 Information-Driven Search Strategies in the Board Game of CLUE Silvia Ferrari, Senior Member, IEEE, and Chenghui Cai, Member, IEEE Abstract—This paper presents an information-driven sensor room in the mansion. Therefore, a game strategy must plan management problem, referred to as treasure hunt, which is rele- the suggestions’ sequence and enabling pawn motions based vant to mobile-sensor applications such as mine hunting, monitor- on the evidence that becomes available over time. By viewing ing, and surveillance. The objective is to infer a hidden variable or treasure by selecting a sequence of measurements associated the suggestions as measurements and the rooms as targets, an with multiple fixed targets distributed in the sensor workspace. approach is developed for computing optimal strategies from an The workspace is represented by a connectivity graph, where each influence diagram (ID) representation of the game. node represents a possible sensor deployment, and the arcs repre- As shown in [1] and [3], the treasure hunt is a basic sent possible sensor movements. An additive conditional entropy information-driven sensor management problem that is relevant reduction function is presented to efficiently compute the expected benefit of a measurement sequence over time. Then, the optimal to several mobile-sensor applications, such as robotic mine treasure hunt strategy is determined by a novel label-correcting hunting [4], cleaning [5], and monitoring of urban environments algorithm operating on the connectivity graph. -
Cluedoku: Generating and Solving Clue Logic Puzzles
Cluedoku: Generating and Solving Clue Logic Puzzles Todd Neller Monica Ranadive (‘07) History of Clue Invented by Anthony E. Pratt in 1944 Originally “Cluedo” = clue + Ludo (Latin for “I play”, Europe’s Pachisi) Cluedo production delayed to 1948 by post-war shortages Most popular deductive game Clue Game Play Goal: Deduce correct murder suspect, weapon, and room 21 cards: 6 suspects, 6 weapons, 9 rooms One card of each type selected randomly, placed unseen in case file Remaining 18 cards dealt to players (sometimes unevenly) Players assume suspect identities (irrelevant to play) Making Suggestions A player suggests a suspect, weapon, and room. Suggestion put to opponents clockwise until it is disproved by an opponent or all cannot. An opponent that can disprove, must privately reveal a card to the suggester. The suggester may suggest a card the suggester holds. Making Accusations Each player may declare one accusation in the game, checking the case file for correctness. Correct: player wins Incorrect: player loses and continues to disprove suggestions. Child’s Game? I think not! Example: There are six players. Prof. Plum showed you the wrench card. Plum also disproved these suggestions: Miss Scarlet, pipe, kitchen Mrs. Peacock, rope, billiard room Mr. Green, pipe, study What card must Prof. Plum also hold? Creating a ClueReasoner Research expanding on an Artificial Intelligence (AI) assignment How the computer solves deductive logic (search – trial and error) Simulating a Game Boardless Clue Players make suggestions in turn until a player -
Mixed Logical and Probabilistic Reasoning in the Game of Clue
406 ICGA Journal 40 (2018) 406–416 DOI 10.3233/ICG-180063 IOS Press Mixed logical and probabilistic reasoning in the game of Clue Todd W. Neller ∗ and Ziqian Luo Department of Computer Science, Gettysburg College, PA, USA Abstract. We describe a means of mixed logical and probabilistic reasoning with knowledge in the popular game Clue. Using pseudo-Boolean constraints we call at-least constraints, we more efficiently represent cardinality constraints on Clue card deal knowledge, perform more general constraint satisfaction in order to determine places where cards provably are or are not, and then employ a WalkSAT-based solution sampling algorithm with a tabu search metaheuristic in order to estimate the probabilities of unknown card places. Finding a tradeoff between WalkSAT-heuristic efficiency in finding solution samples and the sampling bias such a heuristic introduces, we empirically study algorithmic variations in order to learn how such sampling error may be reduced. Keywords: Clue, Cluedo, at-least constraints, cardinality constraints, extended clauses, sampling, logical reasoning, probabilistic reasoning, WalkSAT, tabu search 1. INTRODUCTION Clue®1 is a mystery-themed game of deduction (Fig. 1). The goal of the game is to be the first player to correctly name the contents of a case file: the murder suspect, the weapon used, and the room the murder took place in. There are 6 possible suspects, 6 possible weapons, and 9 possible rooms, each of which are pictured on a card. One card of each type is chosen randomly and placed in a “case file” envelope without being revealed to any player. All other cards are dealt out face-down to the players. -
Clue Book Table of Contents
CH11now SORCERER ~~MATED FANTASY ADVENTURE CLUE BOOK TABLE OF CONTENTS INTRODUCTION .......................................................................... 1 CREDITS Winning and Losing ............................................................... 1 Author Getting Help ......................................................................... 1 Jeff (iroteboer TRAVELLING THE WILDERNESS ................... ................................ 2 Developer The Wilderness Map ... .. ... .... .................. : ........ ....................... 2 Jeff (jroteboer Scanning the Wilderness ....................................................... 2 Editor The Passage of Time ............................................................. 3 Eileen Matsumi USING THE TACTICAL DISPLAY .................................................... 4 Art, Ciraphic Design and Desktop Publishing Encounters ............. ....... ..................................... , ................. 4 LOVIS SAEKOW DESIQN: DAVID BOVDREAV, CHRIS MISHAK Combat ................................................................................ 5 Pre-press Production Tips for Exploring Dungeons ........... ...................................... 7 LOVIS SAEKOW DESIQN: KIRK NICHOLS, RAY (iARCIA &JEV ROTHE SPECIFIC ENCOUNTERS .............................................................. 9 Printing List of Encounters ................................................................. 9 American Lithographers, Inc. Encounter Descriptions ...................................................... -
Using Your Android Phone (Adapted From
Using your Android Phone (adapted from http://www.gcflearnfree.org/androidbasics) Not only are there different phones and tablets to choose from, but there are also different versions of the Android operating system. This can affect everything from the layout of your screen to the availability of certain features. Table of Contents: Home Screen ........................................................................................................................................... p. 3 Basic Apps & Gestures ........................................................................................................................ p. 4 Settings ...................................................................................................................................................... p. 5 Internet/ Wi-fi ........................................................................................................................................ p. 6 Apps: finding, installing, uninstalling, moving ......................................................................... p. 7 Phone calls............................................................................................................................................. p. 11 Texting .................................................................................................................................................... p. 12 Keyboard tips ...................................................................................................................................... -
Anthony E. Pratt - Inventor of Cluedo
Anthony E. Pratt - Inventor of Cluedo Pratt was born at 13 Brighton Road, Balsall Heath, Birmingham. He received his secondary education at St. Philip's School in Edgbaston. His favourite subject was chemistry, but he suffered from poor eyesight, which affected his education. Pratt was a gifted musician and a proficient pianist from an early age. When he left school at 15, he wanted to pursue a career in chemistry and was apprenticed to a local chemical manufacturer. But with no formal qualifications in chemistry and a growing interest in music, he went on to pursue a musical career . During the Second World War, Pratt worked in an engineering factory in Birmingham that manufactured components for tanks. Working on a drilling machine, he found the work tedious, but it gave him time to think, including about the ideas behind Cluedo. It was during the Second World War that Pratt had the idea for a murder mystery board game. The idea for Cluedo came from his days spent playing musical concerts in country hotels where part of the evening's entertainment would have been murder mystery games. These would involve both actors and hotel guests playing the characters in a plot which involved the murder of one or more of the guests. The setting was a country house with its many sprawling rooms, with guests gathered for an evening's dining and socialising, but a body was found murdered and all the guests fell under suspicion. By putting clues together, the hotel guests must solve the mystery. These were very popular games at the time, and given this along with Pratt's love of detective fiction including that of his favourites Raymond Chandler and Agatha Christie, the spark for Cluedo was created. -
Comparison of Unity and Unreal Engine
Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce.