Quiver: a Middleware for Distributed Gaming
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
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 -
Collaborative Design: Integrating Game Engine to Online Interactive Presentation Tool
COLLABORATIVE DESIGN: INTEGRATING GAME ENGINE TO ONLINE INTERACTIVE PRESENTATION TOOL RAKTUM SALLKACHAT, ARAYA CHOUTGRAJANK Master of Science Program in Computer-Aided Architectural Design Rangsit University, Thailand. [email protected]; [email protected] Abstract. In this research, we aim at the development of a computer- aided collaborative design tool, which supports the online architectural presentation independently from computer platforms and locations. Users are enabled to access the system and collaborate among working team via the Internet. Various online 3D Game engines are explored and evaluated. One 3D Game engine is selected and used as a base engine for the collaborative tool development. The application development will specifically concentrate on real-time presentation, shared representation and understanding among design teams and project owner. Traditional architectural design presentation in collaboration process will be imitated and transformed into digital age online presentation. 1. Introduction Traditionally, design collaboration between designers and clients used to be simply managed by using sketch, two-dimensional drawing, architectural model, and perspective drawing. These traditional tools are essential in architectural design process since they represents some forms of prototypes, which help architects in understanding clients’ needs as well as designing and developing projects that match clients’ expectation. In this information age, computer technology has been playing an important role and gradually replacing the traditional tools. Outcomes from this new digital tool are so real that customers could convincingly experience the design prior to actual construction. The development of architectural-specific application, especially 3-D presentation application, are complex and would need high-end system in both development and implementation phases. -
Open Arena Aimbot Download
Open Arena Aimbot Download 1 / 4 Open Arena Aimbot Download 2 / 4 3 / 4 Rule the arena with Wallhax's Quake Champions hack! Decimate your opponents on every map with our deadly bone aimbot for easy frags, combined with our .... Open Arena Aimbot Download http://urllio.com/y8mbk 4f22b66579 23 Apr 2016 . Download the game here: Features: ESP & Aimbot Features not included: .... https://www.youtube.com/watch?v=O0ivDI32rTc Download the game here: https://href.li/?http://www.openarena.ws/download.php?list.61 .... Open Arena Internal Multi Hack. master. Having trouble showing that directory. Normally, you'd see the directory here, but something didn't go right. Try again .... You can download the free aimbot source code in the link listed below. OpenArena is a Quake3 engine video .... A framework for basic hacks including aimbot & ESP, OpenGL Drawing and more - GH-Rake/AssaultCube-Hack-Framework. ... Clone or download ... Started External Assault Cube aimbot, went internal with it, then ported it to OpenArena, now .... So, OpenArena supports mods, like the game on which it is based. ... Usually, you will download a mod inside a single compressed file (like ".zip", ".rar", ".7z". ... take an existing mod created by someone else and add "brightskins" -an hack that .... I just downloaded it from the repositories. ... OpenArena was fun, I used to play Urban Terror online as well, I was fairly good. (I am the guy ... The 95th Rifles were mostly OK, but Nitroservers was full of aimbots and wallhacks.. Download now and get instant access when you become a new VIP member. Features include ESP, 360 degree Aimbot, Wallhack, Nametags, Distance, .. -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards. -
Untitled Project: a Cross-Disciplinary Investigation of Jodi's Untitled Game
UNTITLED PROJECT: A CROSS-DISCIPLINARY INVESTIGATION OF JODI’S UNTITLED GaME 1. INTRODUCTION 2. METHOD void() movetarget_f= { Untitled Game (1996 – 2011) is an artwork comprised of fourteen small software programs with an if (!self.targetname) Untitled Game was widely distributed through the website and by cd-rom and would have been historically objerror (“monster_movetarget: no target- accompanying website, untitled-game.org. These programs were developed in the mid to late-1990s and name”); viewed with varying combinations of operating systems and hardware components. The possible computer released on cd-rom in 2001 by the Belgian-Dutch artist duo JODI. The website, also launched in 2001, houses self.solid = SOLID_TRIGGER; configurations, however, would have been limited by the fact thatUntitled Game is configured to run on a self.touch = t_movetarget; the Untitled Game program files for download and additionally serves to document the underlying code of the setsize (self, ‘-8 -8 -8’, ‘8 8 8’); restricted range of operating systems. Thus, despite the multiplicity of possible viewer experiences, Untitled software, as well as its file and directory structure. Each Untitled Game program is a different modification or }; Game contains a fixed temporal link that introduces an opportunity for technological obsolescence to affect “mod” of the commercial software Quake 1 (1996), a hugely popular video game that helped establish long- /*UNTITLED-GAME/D path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 access to the artwork. One compatible operating system, Mac OS9 (1999 – 2001), was used in this study to 8) standing conventions for the first-person shooter game genre. -
Quake Three Download
Quake three download Download ioquake3. The Quake 3 engine is open source. The Quake III: Arena game itself is not free. You must purchase the game to use the data and play. While the first Quake and its sequel were equally divided between singleplayer and multiplayer portions, id's Quake III: Arena scrapped the. I fucking love you.. My car has a Quake 3 logo vinyl I got a Quake 3 logo tatoo on my back I just ordered a. Download Demo Includes 2 items: Quake III Arena, QUAKE III: Team Arena Includes 8 items: QUAKE, QUAKE II, QUAKE II Mission Pack: Ground Zero. Quake 3 Gold Free Download PC Game setup in single direct link for windows. Quark III Gold is an impressive first person shooter game. Quake III Arena GPL Source Release. Contribute to Quake-III-Arena development by creating an account on GitHub. Rust Assembly Shell. Clone or download. Quake III Arena, free download. Famous early 3D game. 4 screenshots along with a virus/malware test and a free download link. Quake III Description. Never before have the forces aligned. United by name and by cause, The Fallen, Pagans, Crusaders, Intruders, and Stroggs must channel. Quake III: Team Arena takes the awesome gameplay of Quake III: Arena one step further, with team-based play. Run, dodge, jump, and fire your way through. This is the first and original port of ioquake3 to Android available on Google Play, while commercial forks are NOT, don't pay for a free GPL product ***. Topic Starter, Topic: Quake III Arena Downloads OSP a - Download Aerowalk by the Preacher, recreated by the Hubster - Download. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
The Discourse of Digital Dispossession
Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015). -
Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson
ExtremeTech - Print Article 10/21/02 12:07 PM Game Engine Anatomy 101, Part I April 12, 2002 By: Jake Simpson We've come a very long way since the days of Doom. But that groundbreaking title wasn't just a great game, it also brought forth and popularized a new game-programming model: the game "engine." This modular, extensible and oh-so-tweakable design concept allowed gamers and programmers alike to hack into the game's core to create new games with new models, scenery, and sounds, or put a different twist on the existing game material. CounterStrike, Team Fortress, TacOps, Strike Force, and the wonderfully macabre Quake Soccer are among numerous new games created from existing game engines, with most using one of iD's Quake engines as their basis. click on image for full view TacOps and Strike Force both use the Unreal Tournament engine. In fact, the term "game engine" has come to be standard verbiage in gamers' conversations, but where does the engine end, and the game begin? And what exactly is going on behind the scenes to push all those pixels, play sounds, make monsters think and trigger game events? If you've ever pondered any of these questions, and want to know more about what makes games go, then you've come to the right place. What's in store is a deep, multi-part guided tour of the guts of game engines, with a particular focus on the Quake engines, since Raven Software (the company where I worked recently) has built several titles, Soldier of Fortune most notably, based on the Quake engine. -
Quake III Arena This Page Intentionally Left Blank Focus on Mod Programming for Quake III Arena
Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information.