The Coalition Transforms Azure Vms Into a 700-Core Incredibuild “Virtual Supercomputer” and Releases Two AAA Games in One Ye
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Game Developers’ Census, the Big Three at E3, and More
>>PRODUCT REVIEWS PHOTOSHOP CS3 EXTENDED * SPACENAVIGATOR AUGUST 2007 THE LEADING GAME INDUSTRY MAGAZINE >>CASE FOR THE TECH ARTIST >>CODERS MOUTH OFF >>THE INNER PRODUCT HOW AND WHY STUDIOS EXCLUSIVE ROUNDTABLE PAINTING WITH DOMAIN NEED THESE OXYMORONS WITH FIVE PROGRAMMERS SPECIFIC LANGUAGES Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS AUGUST 2007 VOLUME 14, NUMBER 7 FEATURES 7 PROGRAMMERS’ ROUNDTABLE In this exclusive roundtable interview, five top technophiles discuss what’s right and wrong with game programming these days, from in-house procedures to multi-processor systems to code reuse. With Brad Bulkley, Stuart Denman, Chris Hecker, Clinton Keith, and Bruce Rogers 17 THE CODE/ART DIVIDE: 7 HOW TECHNICAL ARTISTS BRIDGE THE GAP Game studio Volition (THE PUNISHER, SAINTS ROW) makes a case for hiring a few technical artists, their value 22 ranging from time savings to smoother in-house communication. As linchpins, technical artists keep programmers and artists bonded in their mutual POSTMORTEM cause, helping to ensure that each department gets what it needs from the 22 FINAL FANTASY XII other—and within reason according to The twelfth installment in Square Enix’s wildly popular series was developed the project’s schedule. -
When I Open My Eyes, I'm Floating in the Air in an Inky, Black Void. the Air Feels Cold to the Touch, My Body Shivering As I Instinctively Hugged Myself
When I open my eyes, I'm floating in the air in an inky, black void. The air feels cold to the touch, my body shivering as I instinctively hugged myself. My first thought was that this was an awfully vivid nightmare and that someone must have left the AC on overnight. I was more than a little alarmed when I wasn't quite waking up, and that pinching myself had about the same amount of pain as it would if I did it normally. A single star twinkled into existence in the empty void, far and away from reach. Then another. And another. Soon, the emptiness was full of shining stars, and I found myself staring in wonder. I had momentarily forgotten about the biting cold at this breath-taking sight before a wooden door slammed itself into my face, making me fall over and land on a tile ground. I'm pretty sure that wasn't there before. Also, OW. Standing up and not having much better to do, I opened the door. Inside was a room with several televisions stacked on top of each other, with a short figure wrapped in a blanket playing on an old NES while seven different games played out on the screen. They turned around and looked at me, blinking twice with a piece of pocky in their mouth. I stared at her. She stared back at me. Then she picked up a controller laying on the floor and offered it to me. "Want to play?" "So you've been here all alone?" I asked, staring at her in confusion, holding the controller as I sat nearby. -
Installing the Klocwork Server Package
Installation and Upgrade Klocwork Insight 10.0 SR6 Document version 1.6 Klocwork Installation and Upgrade Version 10.0 PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Tue, 12 Aug 2014 15:19:51 EST Contents Articles Before you install 1 System requirements 1 Release Notes 11 About the Klocwork packages and components 24 Upgrading from a previous version 26 Upgrading from a previous version 26 Import your existing projects into a new projects root 27 Migrate your projects root directory 31 Installing the Klocwork Server package on Windows -- Upgrade only 36 Installing the Klocwork Server package on Unix -- Upgrade only 37 Installing the Klocwork Server package on Mac -- Upgrade only 40 Get a license 42 Getting a license 42 Installing the Server package 45 Installing Klocwork Insight 45 Installing the Klocwork Server package on Windows 46 Installing the Klocwork Server package on Unix 49 Installing the Klocwork Server package on Mac 52 Viewing and changing Klocwork server settings 54 Downloading and deploying the desktop analysis plug-ins 56 kwupdate 57 Installing a desktop analysis plug-in or command line utility 59 Installing a desktop analysis plug-in 59 Installing the Klocwork plug-in from the Eclipse update site 62 Running a custom installation for new or upgraded IDEs 63 Installing the Distributed Analysis package 64 Installing the Distributed Analysis package 64 Configuring and starting the Klocwork servers 67 Viewing and changing Klocwork server settings 67 -
Q1 Where Do You Use C++? (Select All That Apply)
2021 Annual C++ Developer Survey "Lite" Q1 Where do you use C++? (select all that apply) Answered: 1,870 Skipped: 3 At work At school In personal time, for ho... 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES At work 88.29% 1,651 At school 9.79% 183 In personal time, for hobby projects or to try new things 73.74% 1,379 Total Respondents: 1,870 1 / 35 2021 Annual C++ Developer Survey "Lite" Q2 How many years of programming experience do you have in C++ specifically? Answered: 1,869 Skipped: 4 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 7.60% 142 3-5 years 20.60% 385 6-10 years 20.71% 387 10-20 years 30.02% 561 >20 years 21.08% 394 TOTAL 1,869 2 / 35 2021 Annual C++ Developer Survey "Lite" Q3 How many years of programming experience do you have overall (all languages)? Answered: 1,865 Skipped: 8 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 1.02% 19 3-5 years 12.17% 227 6-10 years 22.68% 423 10-20 years 29.71% 554 >20 years 34.42% 642 TOTAL 1,865 3 / 35 2021 Annual C++ Developer Survey "Lite" Q4 What types of projects do you work on? (select all that apply) Answered: 1,861 Skipped: 12 Gaming (e.g., console and.. -
Visual C++ Team Is at Cppcon 2016 Take the Survey, Attend a Talk, and Drop by Our Booth to Say Hello
Visual C++ Team is at CppCon 2016 Take the survey, attend a talk, and drop by our booth to say hello. Talks by Microsoft (https://blogs.msdn.microsoft.com/vcblog) Tuple: What's New, And How It Works An Introduction to C++ Coroutines C++ Modules: The State of The Union Iterator Haiku (Range-v3) C++ Coroutines: Under the covers The Guideline Support Library: One Year Later Putting Coroutines to Work with C++ for the Latest and greatest from the Visual Studio family Windows Runtime for C++ developers Visual C++ Compiler Toolset (http://aka.ms/cppbuildtools) Improved C++11/14/17 feature support, targeting C++ 11/14 Standards complete in early 2017 Faster builds with improved linking; Free IncrediBuild extension with tools to find bottlenecks New expression optimizer; CFG improvements; Real World Code daily runs for additional reliability Visual Studio Code and the C/C++ Extension (http://aka.ms/cppvscode) Editor: Free, cross-platform, lightweight, keyboard focused Great code-editing experience with code-formatting, auto-completion, go-to-definition, peek definition Powerful debugging with call stack, breakpoints, expression evaluation, conditional breakpoints and more Integration to source-control with Git commands built-in Extensible to easily allow for building, testing, and running external tasks Visual Studio “15” (http://aka.ms/cppvsnext) Minimal C++-only Visual Studio workload installs in minutes through the new setup experience Performance improvements in startup time, project load time, and IntelliSense New predictive IntelliSense mode that provides C++ type matching based on context Enhanced refactoring with rename, extract function, move definition, and change signature Debugger improvements: edit-and-continue, natvis, memory profiler and access violation information Built-in support for CMake – no more round-tripping between your CMakeLists.txt and VS projects Large ecosystem of Visual Studio extensions, e.g. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Isabella Bidmead & Markus Mindrebø Published By
Author(s): Isabella Bidmead & Markus Mindrebø Published by: The Coalition of Master’s Scholars on Material Culture URL: https://cmsmc.org/publications/an-honest-days-work Date Published: July 16, 2021 Citation: Bidmead, Isabella, and Mindrebø, Markus. “An Honest Day’s Work: Pastoral Romanticism in Open-World Role-Playing Games.” The Coalition of Master’s Scholars on Material Culture, 1, July 16, 2021. CMSMC is run by fellow master’s scholars as a platform for colleagues to disseminate their work. We are an independently run organization and are not affiliated with any university or institution. This work is licensed under CC BY-NC-ND 4.0 For more information about The Coalition of Master’s Scholars on Material Culture, please email us at [email protected] An Honest Day’s Work: Pastoral Romanticism in Open-World Role-Playing Games: Part 1 By: Isabella Bidmead and Markus Mindrebø Abstract: This paper serves as an exploration of the reliance of open world fantasy role-playing games on evoking emotions of pastoral romanticism in the player. Such games tend to be dominated by rural landscapes, and farming locations and objects often play a central role in the player’s interaction with the world. In particular, the paper will investigate mechanics where the player receives a personal stake in a pastoral setting, such as when a player-controlled hero spends significant game time engaging in farmhouse construction, food production, or other central aspects of rural life. It is in this aspect, the paper argues, that pastoral romanticism creates a significant player appeal entirely separate from the allure of heroic adventuring. -
FIDUCIARY Fi·Du·Ci·Ar·Y {Fy-’Dü-Shē-Er-Ē} — NOUN 1
National Coalition of Girls’ Schools June 22-24, 2015 | Richmond, VA Sponsored by FIDUCIARY Fi·du·ci·ar·y {fy-’dü-shē-er-ē} — NOUN 1. A duty of loyalty & trust. 2. To act in the best interests of the client. As Financial Advisors, we assume a fi duciary responsibility to put our clients’ needs fi rst. Chuck Procknow | Dev Talvadkar | Your Experts in Independent School Financing 1-800-722-1670 | www.gkbaum.com/is Trudy Hall Terrie Hale Scheckelhoff, Ph.D. Megan Murphy Welcome! Science, Technology, Engineering, and Math plus Art and Design transforms STEM to STEAM. STEAM is everywhere, shaping our everyday lives, and therefore making STEAM education vital to our future – and our students’ futures. STEAM is the core of the technological age in which they live, the key to their best career options, and a critical component of problem-solving and decision-making skills. Adding the “Arts” to STEM is considered by many to be a necessary adjunct to the success of STEM education. Arts education and design thinking encourage creativity, which are essential to innovation. In 2009, the U.S. Department of Labor listed the ten most wanted employees. Eight were ones with degrees in STEM fields: accounting, computer science, electrical engineering, mechanical engineering, information sciences and systems, computer engineering, civil engineering, and economics and finance. According to the U.S. Department of Commerce, STEM occupations are growing at 17%, while others are growing at 9.8%. But why is STEAM education even more crucial for girls? Girls’ schools lead the way in graduating women who become our nation’s scientists, doctors, engineers, designers, and inventors. -
View Annual Report
2012 ANNUAL REPORT CONTENTS GROUP PROFILE – BUSINESSES – FINANCIAL REPORT – CONSOLIDATED LITIGATION – RISK FACTORS 2 FINANCIAL STATEMENTS – 1 4 STATUTORY AUDITORS’ REPORT 1. GROUP PROFILE 4 ON THE CONSOLIDATED FINANCIAL 2. BUSINESSES 16 STATEMENTS – STATUTORY 3. LITIGATION 45 AUDITORS’ REPORT ON THE FINANCIAL STATEMENTS – 4. RISK FACTORS 51 STATUTORY FINANCIAL STATEMENTS 168 SELECTED KEY CONSOLIDATED SOCIETAL, SOCIAL AND FINANCIAL DATA 170 ENVIRONMENTAL INFORMATION 54 I. 2012 FINANCIAL REPORT 171 2 II. APPENDICES TO THE FINANCIAL 1. CORPORATE SOCIAL RESPONSIBILITY (CSR) POLICY 56 REPORT : UNAUDITED SUPPLEMENTARY FINANCIAL DATA 207 2. SOCIETAL INFORMATION 60 III. CONSOLIDATED FINANCIAL 3. SOCIAL INFORMATION 71 STATEMENTS FOR THE YEAR 4. ENVIRONMENTAL INFORMATION 86 ENDED DECEMBER 31, 2012 212 5. VERIFICATION OF IV. VIVENDI SA 2012 STATUTORY NON-FINANCIAL DATA 95 FINANCIAL STATEMENTS 320 INFORMATION ABOUT RECENT EVENTS – OUTLOOK – THE COMPANY – CORPORATE 5 STATUTORY AUDITORS’ REPORT 364 GOVERNANCE 100 3 1. RECENT EVENTS 366 1. GENERAL INFORMATION 2. OUTLOOK 366 ABOUT THE COMPANY 102 3. STATUTORY AUDITORS’ REPORT 2. ADDITIONAL INFORMATION ON EBITA OR EBITDA FORECASTS ABOUT THE COMPANY 103 BY BUSINESS UNIT 367 3. CORPORATE GOVERNANCE 118 4. REPORT BY THE CHAIRMAN OF VIVENDI’S SUPERVISORY BOARD INDEPENDENT AUDITORS ON CORPORATE GOVERNANCE, 6 RESPONSIBLE FOR AUDITING – INTERNAL AUDITS AND RISK THE FINANCIAL STATEMENTS 368 MANAGEMENT – FISCAL YEAR ENDED DECEMBER 31, 2012 156 1. INDEPENDENT AUDITORS RESPONSIBLE 5. STATUTORY AUDITORS’ REPORT, FOR AUDITING THE FINANCIAL PREPARED IN ACCORDANCE WITH STATEMENTS 370 ARTICLE L.225-235 OF THE FRENCH COMMERCIAL CODE, ON THE REPORT PREPARED BY THE CHAIRMAN OF THE SUPERVISORY BOARD OF VIVENDI SA 166 2012 ANNUAL REPORT The Annual Report in English is a translation of the French “Document de référence” provided for information purposes. -
Der Turbolader Für Die C++ Entwicklungspipeline 8 X Schnellere Builds
Datenblatt Der Turbolader für die C++ Entwicklungspipeline 8 x schnellere Builds. 80 % kürzere Release-Zyklen. 800 % weniger Frust. Für die Entwicklung und das Testen von Software zuständige Teams haben Schwierigkeiten, die stetig wachsende Abhängigkeit von CPU-intensiven Workloads sowie die damit verbundenen immer längeren Wartezeiten zu handhaben. Teammitglieder verschwenden wertvolle Zeit mit dem Warten auf Code Builds und den Abschluss verschiedener Aufgaben der CI-Pipeline. Das Ergebnis sind häufig ineffiziente Abläufe, hohe F&E-Kosten und eine langsamere Bereitstellung. Vor allem aber haben Entwickler, die viel Zeit mit Warten verbringen, immer weniger Zeit für Testen, Verbesserung und Fehlerbehebung. Incredibuild ist der Turbolader für Kompilierung, Testen und andere rechenintensive Workloads der Software-Entwicklungspipeline. Das wird möglich, indem Prozesse nahtlos und zeitgleich auf inaktive SOFTWARE DEVOPS QA CPUs in Ihrem lokalen Netzwerk oder in der Cloud verteilt werden, ENGINEERS ENGINEERS ENGINEERS während Ihre lokale Umgebung transparent auf entfernten Rechnern emuliert wird. Im Grunde verwandelt unsere Technologie jeden Host in einen Supercomputer mit Hunderten von Kernen und Giga-Bytes an Speicherplatz. Das Endresultat: Erheblich verkürzte Rechenzeiten für nahezu jede Workload unter Nutzung des gleichen Codes sowie GAME FINANCIAL EMBEDDED DEVELOPMENT QUANTITATIVE der gleichen Prozesse und Tools, die Ihr Team derzeit verwendet. ANALYSIS Schnellere Build und Tests mit weniger Infrastruktur ©2020 | Alle Rechte vorbehalten. -
The Parallel
THE PARALLEL Issue 3 June 2010 UNIVERSE DEVELOPER Enhancing Productivity and ROCK STAR: Achieving High Bill Magro Performance with Intel® Cluster Toolkit Compiler Edition by Bill Magro Increase Productivity and Performance: Find out What IncrediBuild* and Intel® Parallel Composer Can Offer by Jennifer Jiang and Uri Mishol Letter from the Editor by James Reinders THE PARALLEL UNIVERSE TurN UP Your productivitY. CONTENTS Letter from the Editor Parallelism Full Steam Ahead!, BY JAMES REINDERS 4 James Reinders, lead evangelist and director of Intel® Software Development Products, DEVELOPER ROCK STAR: explains how recent industry and product developments have positioned parallelism to take off full throttle. Robert Geva Enhancing Productivity and Achieving High Performance APP EXPERTISE: with Intel® Cluster Toolkit Compiler Edition, BY BILL MAGro 6 C++ and Fortran Compilers Message-passing interface applications port seamlessly from dual-core desktops to multithousand server clusters, a key advantage of distributed memory parallelism. Increase Productivity and Performance: Robert’s tip to boost performance: Find out What IncrediBuild* and Intel® Parallel Composer Can Offer, BY JENNIFER JIANG AND URI MISHOL 12 With wider SIMD instructions in Intel® Architecture, expect more from Software companies use many software development methodologies, but none eliminate the vectorizer in the Intel® compiler. Use the -Qguide option in Intel® the need for building, testing, and tuning individual components or the whole application. Parallel Composer to get guidance on how simple, local restructuring of your code can get more code vectorized and parallelized by the compiler. Optimizations for MSC.Software SimXpert* Using Intel® Threading Building Blocks, BY KatHY Carver, MARK LUBIN, AND BONNIE AONA 24 To address increasing customer model sizes and align with the multicore processor roadmaps for hardware vendors, MSC.Software* engaged with Intel to thread SimXpert*. -
Enlighten Global Illumination Releases Version 3.10
PRESS RELEASE Media Contact [email protected] |+81 (0)3 5488 7070 Enlighten global illumination releases version 3.10 Tokyo, Japan, (Nov. 18, 2019) – Silicon Studio; developer of technology solutions for middleware, gaming, automotive, video production and other digital content; is excited to announce the release of the highly anticipated update to Enlighten global illumination, version 3.10. This release marks a culmination of the first stage of work the Enlighten team has been developing since the acquisition of the technology in 2017. Although there have been a large number of releases of Unreal Engine updates with a number of features introduced, this is the first update to the technology overall. The team believes it is a highly impactful step forward that will benefit custom engine users and Unreal users alike. It should also be noted that this is only the beginning of the team’s efforts with even more features such as ray tracing to come. The emphasis on this update was the usability and accessibility of the technology for users of every aspect, providing more resources to understand the functions and integration as well as strong new features to enhance development capability and results. The released features can be seen below: Enlighten 3.10 SDK ⚫ The prebuilt libraries for VS2017 (15.7 and later) are now provided to access building internally. ⚫ Out-of-core Precompute: limits memory usage when precomputing a massive world. ⚫ Automatic system generation during HLBS precompute to simplify Enlighten integration for SDK users. 1 | (Pipeline library to simplify Enlighten integration for SDK users) (The Enlighten Pipeline library will be released in 3.10 as early access.