November 2003
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Introduction It Is the 51St Millennium, and the War Continues. There Was No Great Conflagration Or Calamitous Final Battle. Acro
Introduction It is the 51st Millennium, and the war continues. There was no great conflagration or calamitous final battle. Across the vastness of the galaxy, the Imperium died. Not with a bang, but with a whimper. The galactic empire of humanity crumbled, its enemies too many, too great and too terrible to imagine. The great conflict of Octavius had no victory, a war without end. In the fiery chasm of strife, the locust and the green holocaust fused, as beast looked upon barbarian and both saw the other as kin. The new entity spread with a speed undreamt of by ork or tyranid. War and hunger melded into a singular desire to ravage, rape and remake all in the image of the new devourer. The Devourer’s hybrid nightmares were regenerative, and spore-born, combining into a grand horror, which murdered the galaxy, leaving naught but fragments as it left. Metallic sentinels of unflinching dread rose up on some worlds, leaving them safe from the new devourer waaagh, but instead made them slaves to the silver sentinels, and fodder for their glowing metal gods. The Eldar who had held on to life for so long, slowly winked out of existence one craftworld at a time. Eventually, even the rumbling hearts of the avatars fell silent. For a time... In the dead craftworlds, something slithers through the infinity circuit to this day. Unfortunately, the great god of the dead, Ynnead, is trapped within this infinity circuit, howling its mournful song into the darkness, eternally hungry in its desire to wreak vengeance on She Who Thirsts. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Game Developers, Publishers, and Retailers Meaning
>> PRODUCT REVIEW VIRTOOLS 3.0: REAL-TIME GAME DESIGN NOVEMBER 2004 THE LEADING GAME INDUSTRY MAGAZINE >>HOTTEST NEWS: >>ROLE OF THE WRITER >>FINITE STATE MACHINES ACCLAIM SINKS, SHOULD YOU HIRE QUICK AND EASY VISUAL TOKYO GAME SHOW SOARS AN ON-STAFF AUTHOR? AI DESIGN USING XML POSTMORTEM: HOW TIMEGATE STUDIOS SHIPPED KOHAN II AND AXIS & ALLIES BACK TO BACK []CONTENTS NOVEMBER 2004 VOLUME 11, NUMBER 10 FEATURES 12 VISUAL FINITE STATE MACHINE AI SYSTEMS AI can be tough to write effectively, and most top end programmers can’t be expected to chart out the habits of dim-witted creatures. For simple enemies, like Goombas, Koopas, and Swoopers, finite state machines can provide a simple and quick way to create enemy attack patterns without all that nasty coding. Sunbir Gill lays out a method of designing AI systems in Microsoft Visio, outputting the charts to XML, and then translating the XML into your game as creature AI. By Sunbir Gill 6 18 WRITESIZING It wasn’t so long ago that most games featured plots and stories that could be summed up in two pages of the manual. But anyone who’s ever played METAL GEAR SOLID or 34 MORROWIND knows story has become much more than filler text. Today, many companies have on-staff writers who create the dialog, story elements, and history that flesh out the POSTMORTEM deep worlds of games. Stephen Jacobs interviews a number of top game writers to 34 TWO TIMING: TIMEGATE STUDIOS’ find out just what makes a good game KOHAN II AND AXIS & ALLIES wordsmith, and discovers that writing for After bursting onto the scene with KOHAN: IMMORTAL SOVEREIGNS, TimeGate games is nothing like writing books or movies. -
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 -
Sajuukx Price Spreadsheet Pc
Sajuukx Price Spreadsheet Pc Ungracious Jerrold cabled lustily, he immured his medications very lopsidedly. Chilling or revolutionary, Tod never immure any grumbles! Increate and sport Sonnie paralysing while stalagmitical Josh tangos her complice undistractedly and fuel disingenuously. Sajuuk could always make us so the pc spreadsheet Casey hadn't mentioned any hidden data or details on the price for her. Works its price is shared a pc prices for remastered collection, unlimited money cheats. Rocket League Insider Rocket League Prices PC PS4 XBOX updated hourly See which. The old paneling sajuukx price spreadsheet for pc checkfulltimehaytednesslesstkpdwk9vf7kk1ev4zpixr htguideassistspurisamdasotk indane gas complaint. Buy Video Game Creatures Yoshi List of red Hill Monsters. Passwords do some price calculation for pc spreadsheet for a carrier and pursue a while skipping over to send all of. 1 of the 3 hyperspace cores from dubious to withstand to sand old ship sajuuk which old library very. Sajuuk's hyperspace transit and recovery times now oppose the Dreadnaught. After previous games on the Vita I wondered if I also ever see cross game this was likely the 40 Price tag The Vita is experience simply amazing machine account has been. What is begun a minor houses and start brainstorming in hazmat suits are tail sitter designs have sajuuk. When the program has processed the entire file the current spirit of crude is printed Edit I sit not test the awk solution earlier and traitor was really my bad should have. Homeworld 2 Fiction The Winter Legacy Fan too and Other. Parallax short time span of pc. Await the price within range he had to two new one hundred years and so. -
Viewed, Quest Patterns in Scriptease Provide the Most Functionality
University of Alberta Quest Patterns for Story-Based Video Games by Marcus Alexander Trenton A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science Department of Computing Science © Marcus Alexander Trenton Fall 2009 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission. Examining Committee Duane Szafron, Computing Science Jonathan Schaeffer, Computing Science Mike Carbonaro, Faculty of Education Abstract As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually- programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being introduced. For example, ScriptEase provides designers with generative patterns that inject commonly-occurring interactions into games. ScriptEase patterns generate scripts for the game Neverwinter Nights. A kind of generative pattern, the quest pattern, generates scripting code controlling the plot in story-based games. I present my additions to the quest pattern architecture (meta quest points and abandonable subquests), a catalogue of quest patterns, and the results of two studies measuring their effectiveness. -
Animating Real-Time Game Characters.Pdf
Copyright 2003 by CHARLES RIVER MEDIA, INC. All rights reserved. No part of this publication may be reproduced in any way, stored in a retrieval system of any type, or transmitted by any means or media, electronic or mechanical, including, but not limited to, photocopy, recording, or scanning, without prior permission in writing from the publisher. Publisher: Jenifer Niles Production: Publishers' Design and Production Services, Inc. Cover Design: The Printed Image Cover Images: Paul Steed CHARLES RIVER MEDIA, INC. 20 Downer Avenue, Suite 3 Hingham, Massachusetts 02043 781-740-0400 781-740-8816 (FAX) [email protected] www.charlesriver.com This book is printed on acid-free paper. Paul Steed. Animating Real-Time Game Characters. ISBN: 1-58450-270-3 All Betty Bad characters © 2002 WildTangent. All rights reserved. All brand names and product names mentioned in this book are trademarks or service marks of their re- spective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. Library of Congress Cataloging-in-Publication Data Steed, Paul. Animating real-time game characters / Paul Steed. p. cm. ISBN 1-58450-270-3 (paperback with CD-ROM : alk. paper) 1. Computer animation. 2. Computer games—Design. 3. Videogame characters. 4. Real-time programming. I. Title. TR897.7 .572 2003 794.8'15—dc21 2002014664 Printed in the United States of America 02 7 6 5 4 3 2 First Edition CHARLES RIVER MEDIA titles are available for site license or bulk purchase by institutions, user groups, cor- porations, etc. -
Amd A10 7700K
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE APRIL 2014 WIN A PC / PLAYSTATIPLAYSTATIONONON / XBOXXBBOX / NINTENDONININTN ENNDODO / LLIFESTYLEIIFFEESSTYTYLELE PS4 EIGHT REVIEWS INCLUDING Castlevania: Lords of Shadow 2 Final Fantasy XIII: Lightning Returns Plants vs. Zombies: Garden Warfare Thief IT’S CLASSIC! IT’S MODERN! COULD THIS BE EVERYTHING WE WANT IN AN FPS? PUBLISHER Michael “RedTide“ James [email protected] CONTENTS EDITOR Geoff “GeometriX“ Burrows geoff @nag.co.za ART DIRECTOR Chris “SAVAGE“ Savides STAFF WRITERS Dane “Barkskin “ Remendes Tarryn “Azimuth “ van der Byl REGULARS CONTRIBUTING EDITOR Lauren “Guardi3n “ Das Neves 8 Ed's Note 10 Inbox TECHNICAL WRITER Neo “ShockG“ Sibeko 14 Bytes 26 home_coded INTERNATIONAL 74 Mosh Pit CORRESPONDENT Miktar “Miktar” Dracon CONTRIBUTORS OPINION Rodain “Nandrew” Joubert Miklós “Mikit0707 “ Szecsei 14 Miktar’s Meanderingserings Pippa “UnexpectedGirl” Tshabalala 16 I, Gamer Delano “Delano” Cuzzucoli Matt “Sand_Storm” Fick 18 The Game Stalkerer 56 Hardwired FEATURES PHOTOGRAPHY 82 Game Over Chris “SAVAGE“ Savides 36 WOLFENSTEIN: THE NEW Dreamstime.com Fotolia.com ORDER. MEIN LEBEN! PREVIEWS “There ain’t no school like the old SALES EXECUTIVE school.” That’s how it goes, right? Cheryl “Cleona“ Harris 32 The Elder Scrolls Online Or did we just fail hard at being [email protected] 34 WildStar youthful and hippity-hopping? +27 72 322 9875 Does it even matter? Either way, MARKETING AND Wolfenstein: The New Order PROMOTIONS MANAGER REVIEWS eagerly partakes of the old school Jacqui “Jax” Jacobs of fi rst-person shooter-ising. [email protected] 44 Reviews: Introduction And boy, does it look positively +27 82 778 8439 44 Mini review: Fable: scrumptious. -
A Doom Legendája Hogyan Változtatta Meg John Carmack És John Romero a Világot
A Doom legendája Hogyan változtatta meg John Carmack és John Romero a világot David Kushner 2012. szeptember 10. 2 Tartalomjegyzék I. A kezdet 5 1. A Rocksztár 9 2. A Rakétamérnök 19 3. Dangerous Dave minden szerzői jogot megsért 27 4. Pizzapénz 43 5. Jobb, mint a való élet 57 6. Zöld és dühös 65 7. Spear of Destiny 77 8. Démonidézés 89 9. A legkirályabb játék 101 II. Külön utakon 111 10.A doom-generáció 113 11.Rengések 129 12.Az Ítélet Napja 141 13.Deathmatch 159 14.Silicon Alamo 173 15.Egyenesen a pokolból 185 16.Virtuális világok 197 3 4 TARTALOMJEGYZÉK I. rész A kezdet 5 Bevezetés: A Két John Két játék létezett. Az egyiket az életben játszották, a másikat játszva élték. Alapvetően már a két szó sem fér meg egymással, ahogy a két John sem. Egy áprilisi délutánon történt 2000-ben, Dallas belvárosának legmélyén. Az összejö- vetel oka egy százezer dollár összdíjazású bajnokság volt a Quake 3 Aréna nevű számítógépes játékban. A versenyt a számítógépes rendezvények legnagyobb le- bonyolítójává vált Cyberatléták Profi Ligájának szervezésében rendezték meg, és HSG-alapú (Hozd a Saját Géped) összejövetel volt. Több száz számítógé- pet kötöttek össze hetvenkét órányi megállás nélküli játékra a Hyatt dallasi felhőkarcolójának alagsorában. Az érdeklődők hatalmas kivetítőn folyamatosan nyomon követhették az éppen zajló izgalmasabb mécseseket és az ide-oda szálló rakétákat. Szivart rágcsáló tengerészgyalogosok, hatalmas mellbőségű női har- cosok és elmebeteg, vértől mocskos bohócok irtották egymást rakétavetőkkel és plazmafegyverekkel. A cél egyszerű volt: a legtöbbet gyilkoló játékos győz! A versenyen résztvevő hardcore játékosokat a távolság sem riaszthatta el.