Getting out of the Vicious Traffic Circle. Attempts at Restructuring the Cultural
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
DXF Reference
AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs -
Vorlage Für Geschäftsbrief
AUDI AG 85045 Ingolstadt Germany History of the Four Rings AUDI AG can look back on a very eventful and varied history; its tradition of car and motorcycle manufacturing goes right back to the 19th century. The Audi and Horch brands in the town of Zwickau in Saxony, Wanderer in Chemnitz and DKW in Zschopau all enriched Germany’s automobile industry and contributed to the development of the motor vehicle. These four brands came together in 1932 to form Auto Union AG, the second largest motor-vehicle manufacturer in Germany in terms of total production volume. The new company chose as its emblem four interlinked rings, which even today remind us of the four founder companies. After the Second World War the Soviet occupying power requisitioned and dismantled Auto Union AG’s production facilities in Saxony. Leading company executives made their way to Bavaria, and in 1949 established a new company, Auto Union GmbH, which continued the tradition associated with the four-ring emblem. In 1969, Auto Union GmbH and NSU merged to form Audi NSU Auto Union AG, which since 1985 has been known as AUDI AG and has its head offices in Ingolstadt. The Four Rings remain the company’s identifying symbol. Horch This company’s activities are closely associated with its original founder August Horch, one of Germany’s automobile manufacturing pioneers. After graduating from the Technical Academy in Mittweida, Saxony he worked on engine construction and later as head of the motor vehicle production department of the Carl Benz company in Mannheim. In 1899 he started his own business, Horch & Cie., in Cologne. -
The Corvair Line: Styling Sensation of the 1960S by James Kraus
The Corvair Line: Styling Sensation Of The 1960s by James Kraus Chevrolet Corvair 700 Sedan The Corvair Line is an accent line that circumnavigates the entire vehicle, front, sides and back, visually dividing the body into upper and lower sections. It can rise and fall, curve and bend, but must be unbroken, with neither beginning nor end. Volkswagen Transporter While the Corvair popularized this motif, it was not actually the first to make use of it. While there were a number of separate- fender era examples like the DKW Wanderer, 1937 Ford Model 74, Peugeot 202 and VW Beetle, the first modern appearance was on the Volkswagen Transporter of 1949. Fiat 500 In 1957, the Fiat 500 made its debut with a single concave character line encircling the perimeter. This was the first use of such a line in a single relatively flat plane, roughly parallel with the ground on a ponton, envelope body design. The idea of a such a single character line uniting the front, sides and rear was a concept that was clearly in the air at the General Motors styling studios in the late ’50s. The 1960 Pontiacs and Oldsmobiles featured partial Corvair Lines, but the new 1960 Corvair incorporated the full all-round treatment in the form of a crisp deeply- drawn crease, deviating from complete linearity only by way of a slightly dipped section between the headlamps. 1960 Pontiac Bonneville: a Corvair Line fading at the centre sides and intersected by quad tail lamps. Fitz and Van illustration While the Corvair was not the first to incorporate the 360-degree accent, its sharp, well-delineated expression of the feature had an immediate marked influence on automobile designers the world over. -
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 -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Sensorfx Users Guide Iii Contents
SensorFX Users Guide SensorFX Users Guide Copyright © 2017 VT MAK All rights Reserved. Printed in the United States. Portions of this document are copyright JRM Technologies. Under copyright laws, no part of this document may be copied or reproduced in any form without prior written consent of VT MAK. VR-Exchange™, VR-Vantage™. DI-Guy™, and DI-Guy Scenario™ are trade- marks of VT MAK. MÄK Technologies®, VR-Forces®, RTIspy®, B-HAVE®, and VR-Link® are registered trademarks of VT MAK. GL Studio® is a registered trademark of The DiSTI® Corporation. Portions of this software use SpeedTree® RT technology (©2008 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visual- ization, Inc. All rights reserved. SilverLining™ is a trademark of Sundog Software. All other trademarks are owned by their respective companies. VT MAK 150 Cambridge Park Drive, 3rd Floor Cambridge, MA 02140 USA Voice: 617-876-8085 Fax: 617-876-9208 [email protected] www.mak.com Revision VRV-2.2-11-170307 Contents Preface MAK Products ............................................................................................ v How to Contact Us .................................................................................. viii Document Conventions ............................................................................. ix DI-Guy Conventions ........................................................................... x Mouse Button Naming Conventions.................................................... x Third Party Licenses ................................................................................... -
Arxiv:2104.06262V2 [Cs.RO] 29 Apr 2021 Temporal Development of Actors [64]
On Determinism of Game Engines used for Simulation-based Autonomous Vehicle Verification Greg Chance1;3, Abanoub Ghobrial1;3, Kevin McAreavey1;3, S´everin Lemaignan2;3, Tony Pipe2;3, Kerstin Eder1;3 1 University of Bristol, Bristol, UK 2 University of the West of England, Bristol, UK 3 Bristol Robotics Laboratory, Bristol, UK Abstract{Game engines are increasingly used as vide evidence to developers and regulators of the func- simulation platforms by the autonomous vehicle tional safety of the vehicle or its compliance with com- (AV) community to develop vehicle control sys- monly agreed upon road conduct [68], national rules [61] tems and test environments. A key requirement and road traffic laws [63] which form a body of safe and for simulation-based development and verification legal driving rules, termed assertions, that must not be is determinism, since a deterministic process will violated. always produce the same output given the same Design confidence is gained when the autonomous ve- initial conditions and event history. Thus, in a de- hicle (AV) can be shown to comply with these rules terministic simulation environment, tests are ren- e.g., through assertion checking during simulation. There dered repeatable and yield simulation results that have been several fatalities with AVs, some of which are trustworthy and straightforward to debug. could be attributed to insufficient verification and val- However, game engines are seldom deterministic. idation (V&V), e.g. [47]. Simulation environments offer This paper reviews and identifies the potential a means to explore the vast parameter space safely and causes and effects of non-deterministic behaviours efficiently [31] without the need for millions of miles of in game engines. -
Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc
Autodesk ® Smoke® 2010 Extension 1 A Discreet® Systems product Autodesk ® Backdraft ® Conform 2010 Extension 1 Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Portions relating to MD5 Copyright © 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved. License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing this software or this function. License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing the derived work. RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind. These notices must be retained in any copies of any part of this documentation and/or software. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, -
From Wikipedia, the Free Encyclopedia Audi Type Private Company
Audi From Wikipedia, the free encyclopedia Audi Private company Type (FWB Xetra: NSU) Industry Automotive industry Zwickau, Germany (16 July Founded 1909)[1] Founder(s) August Horch Headquarters Ingolstadt, Germany Production locations: Germany: Ingolstadt & Neckarsulm Number of Hungary: Győr locations Belgium: Brussels China: Changchun India: Aurangabad Brazil: Curitiba Area served Worldwide Rupert Stadler Key people Chairman of the Board of Management, Wolfgang Egger Head of Design Products Automobiles, Engines Production 1,143,902 units (2010) output (only Audi brand) €35.441 billion (2010) Revenue (US$52.57 billion USD) (including subsidiaries) €1.850 billion (2009) Profit (US$2.74 billion USD) €16.832 billion (2009) Total assets (US$25 billion USD) €3.451 billion (2009) Total equity (US$5.12 billion USD) Employees 46,372 (2009)[2] Parent Volkswagen Group Audi do Brasil e Cia (Curitiba, Brazil) Audi Hungaria Motor Kft. (Györ, Hungary) Audi Senna Ltda. (Brazil) Automobili Lamborghini Subsidiaries Holding S.p.A (Sant'Agata Bolognese, Italy) Autogerma S.p.A. (Verona, Italy) quattro GmbH (Neckarsulm, Germany) Website audi.com Audi AG (Xetra: NSU) is a German automobile manufacturer, from supermini to crossover SUVs in various body styles and price ranges that are marketed under the Audi brand (German pronunciation: [ˈaʊdi]), positioned as the premium brand within the Volkswagen Group.[3] The company is headquartered in Ingolstadt, Germany, and has been a wholly owned (99.55%)[4] subsidiary of Volkswagen AG since 1966, following a phased purchase of its predecessor, Auto Union, from its former owner, Daimler-Benz. Volkswagen relaunched the Audi brand with the 1965 introduction of the Audi F103 series. -
Integration of a 3D Rendering Engine with a Physics Simulator
Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21 -
UNIVERSAL REGISTRATION DOCUMENT and Annual Financial Report Contents
2021 UNIVERSAL REGISTRATION DOCUMENT and Annual Financial Report Contents Message from the Chairman and Chief Executive Offi cer 3 1 Key fi gures AFR 5 6 Financial statements 195 1.1 Quarterly and annual consolidated 6.1 Consolidated fi nancial sales 6 statements for the year 1.2 Sales by platform (net bookings) 7 ended March 31, 2021 AFR 196 1.3 Sales by geographic region 6.2 Statutory Auditors’ report (net bookings) 8 on the consolidated fi nancial statements AFR 262 2 Group presentation 9 6.3 Separate fi nancial statements of Ubisoft Entertainment SA for 2.1 Group business model the year ended March 31, 2021 AFR 267 and strategy AFR DPEF 10 6.4 Statutory Auditors’ report 2.2 History 14 on the separate fi nancial 2.3 Financial year highlights AFR 15 statements AFR 300 2.4 Subsidiaries and equity 6.5 Statutory Auditors’ special report investments AFR 17 on regulated agreements and 2.5 Research and development, commitments 305 investment and fi nancing policy AFR 19 6.6 Ubisoft (parent company) results 2.6 2020-2021 performance review for the past fi ve fi nancial years AFR 306 (non-IFRS data) AFR 21 2.7 Outlook AFR 25 7 Information on the Company 3 Risks and internal control AFR 27 and its capital 307 3.1 Risk factors 28 7.1 Legal information AFR 308 3.2 Risk management and internal 7.2 Share capital AFR 311 control mechanisms 38 7.3 Share ownership AFR 316 7.4 Securities market 321 7.5 Additional information AFR 326 4 Corporate g overnance r eport AFR 45 4.1 Corporate governance 46 8 Glossary, cross-reference tables 4.2 Compensation of corporate