Introductory Game Development Course: a Mix of Programming and Art
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Vysoke´Ucˇenítechnicke´V Brneˇ
VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR BRNO 2015 VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA HRA PRO VY´ UKU U´ PLNY´ CH ZA´ KLADU˚ PROGRAMOVA´ NI´ GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR VEDOUCI´ PRA´ CE doc. Ing. ADAM HEROUT, Ph.D. SUPERVISOR BRNO 2015 Abstrakt Hlavním cílem této práce je vytvoøení hry pro výuku úplných základù programování. První èást této práce se zabývá studiem a analýzou souèasných her pro výuku programovaní a soudobých principù užívaných ve výukových hrách. Na toto navazuje návrh a implemen- tace rozhraní pro vizuální programování v Unity3d a následná integrace tohoto rozhraní do jednoduché hry, která bude splňovat principy sepsané v první èásti této práce. Výsledek práce je poté vyhodnocen jak z hlediska technického tak uživatelského, s cílem zjistit efek- tivitu rozhraní pro vizuální programování a hry samotné jako nástroje pro pøedstavení programování. Abstract The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
A Game Engine Designed to Simplify 2D Video Game Development
A Game Engine Designed to Simplify 2D Video Game Development Miguel Chover ₁ Carlos Marín ₂ ₅ Cristina Rebollo ₃ Inmaculada Remolar ₄ Institute of New Imaging Technologies - Universitat Jaume I. Castellón. Spain. ₁ [email protected] ₂ [email protected] ₃ [email protected] ₄ [email protected] ₅ Corresponding Author. E-mail: [email protected]. Phone Number: +34 616 29 76 65 Abstract In recent years, the increasing popularity of casual games for mobile and web has promoted the development of new editors to make video games easier to create. The development of these interactive applications is on its way to becoming democratized, so that anyone who is interested, without any advanced knowledge of programming, can create them for devices such as mobile phones or consoles. Nevertheless, most game development environments rely on the traditional way of programming and need advanced technical skills, even despite today’s improvements. This paper presents a new 2D game engine that reduces the complexity of video game development processes. The game specification has been simplified, decreasing the complexity of the engine architecture and introducing a very easy-to-use editing environment for game creation. The engine presented here allows the behaviour of the game objects to be defined using a very small set of conditions and actions, without the need to use complex data structures. Some experiments have been designed in order to validate its ease of use and its capacity in the creation of a wide variety of games. To test it, users with little experience in programming have developed arcade games using the presented environment as a proof of its easiness with respect to other comparable software. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Mymwiki Documentation Release 0.0.1
MyMWiki Documentation Release 0.0.1 MyM Community Sep 25, 2021 Contents 1 MineYourMind 3 2 F.A.Q. 7 3 KnowledgeBase 13 4 Performance Guide 41 5 Modpacks/Servers 55 6 Server IP’s 167 7 Automatic Farmworld Resets 175 8 Launcher 179 9 Credits 185 10 Indices and tables 187 i ii MyMWiki Documentation, Release 0.0.1 Contents: Contents 1 MyMWiki Documentation, Release 0.0.1 2 Contents CHAPTER 1 MineYourMind 1.1 Introduction MineYourMind is a modded Minecraft server network founded in early 2012. Hosting all major and up to date modpacks which are suitable for a big multiplayer experience. Over the years a lot of experience and custom solutions (mods, plugins) have been developed. The servers are monitored and hosted on multiple state of the art dedicated servers optimized for Minecraft. With dedication over years we have built the probably biggest heavily modded Minecraft server network, based on a friendly and helpful community including many long-time players. 1.2 What we stand for • Good Stability, Uptime and Performance • Working (Grief) Protection • Friendly Community and Staff-Team • Natural Modpack Experience • Major and latest Modpacks • Around for Years 1.3 Performance and Stability We know how much people rely on our servers. This is why staff do their best maintaining the network to keep downtime and lag to a minimum. As our main focus is a lag-free and reliable gaming experience we build many fixes and monitoring tools such as AE2 profiler which does announce the worst performing systems on the server. 3 MyMWiki Documentation, Release 0.0.1 We also monitor all servers live and get barked at by our Watchdog when something goes terribly wrong. -
Creating an Interdisciplinary Game Development Minor
Western Michigan University ScholarWorks at WMU Academic Leadership Academy Office ofaculty F Development Spring 4-16-2009 Creating an Interdisciplinary Game Development Minor Karlis Kaugars State University of New York Oneonta, [email protected] Follow this and additional works at: https://scholarworks.wmich.edu/acad_leadership Part of the Higher Education Administration Commons WMU ScholarWorks Citation Kaugars, Karlis, "Creating an Interdisciplinary Game Development Minor" (2009). Academic Leadership Academy. 23. https://scholarworks.wmich.edu/acad_leadership/23 This Poster is brought to you for free and open access by the Office ofaculty F Development at ScholarWorks at WMU. It has been accepted for inclusion in Academic Leadership Academy by an authorized administrator of ScholarWorks at WMU. For more information, please contact [email protected]. Creating an Interdisciplinary Game Development Minor Karlis Kaugars Background Contributing Disciplines Current Courses A minor in game Development Though seen by some as a simple diversion, games are a There are currently two game-specific courses offered at A minor in game development would consist of six to eight Business critical form of play for current and future generations. WMU – “CS 5410, Game Programming” and “HNRS 2900 – introductory courses, each from a different department Public Relations Game Producer emphasizing core concepts of the discipline with a focus on how Where previous generations played tag and war, current Management 155, Video Game Design”. The former course focuses on the discipline topics relate to game design. youth engage in Bejeweled and Guitar Hero. The Marketing game engine programming and is targeted towards the senior experience is meaningful, engaging and often highly social level computer science student as a integrative, capstone Each participating department could use an existing course to in nature. -
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience Chris DeLeon Developer & Instructor, HobbyGameDev.com What I’m Talking About ● How clubs differ from the classroom ● Regarding faculty involvement ● Practical tips to grow more gamedev clubs ● Notes from other student-led clubs Clubs established by my process ● Carnegie Mellon, Game Creation Society (2004) ● Georgia Tech, VGDev (2010) Both groups: ~30-50 developers/semester Each completing 5-8 games/semester since Both clubs are mostly undergraduates Very few members from ETC or DM program The process -> over 100 games Addl. reference clubs (interviews) 1. Ithaca College: Game Developers Club 2. Southern Alabama: Video Game Development Club 3. Bloomfield: Game Dev Club 4. Georgia State: Game Development Club 5. Champlain: Extracurricular Game Developers 6. Princeton: Game Developers Group 7. Tennessee State: Game Programming Club 8. SCAD: Game Development Network 9. Carnegie Mellon: Game Creation Society (2009-2013) We all want the same things ● We want students happy ● We want students creating ● We want students learning ● We want students networking ● We want students on a good track But we do it very different ways Classes (generally, not all!): Clubs (esp. CMU/GT): • Often artistic, conceptual • Mostly conventional genres • Focus on process • Focus on finished result • Failing is literally failing • Safety and freedom to fail • Compel full participation • Variable involvement (‘varsity’) • People need the hours • People can quit, be fired • Teaching -
Secondary Curriculum Planning Guide
Woodland Hills School District Secondary Curriculum Planning Guide 2018-2019 School Year Woodland Hills Junior/Senior High School 2550 Greensburg Pike Pittsburgh, PA 15221 412-244-1100 www.whsd.net Page 1 Woodland Hills School District Curriculum Planning Guide TABLE OF CONTENTS PROMOTION ......................................................................................................................5 GRADUATION REQUIREMENTS ..................................................................................5 KEYSTONE EXAMS ..........................................................................................................6 CAREER PATHWAYS ......................................................................................................7 NINE WEEK GRADES ......................................................................................................10 HONOR ROLL ....................................................................................................................10 CLASS RANK ......................................................................................................................10 WEIGHTED/AP COURSES...............................................................................................11 GPA CALCULATION ........................................................................................................11 CREDIT RECOVERY ........................................................................................................12 SCHEDULE CHANGES/SUMMER SCHOOL ...............................................................12 -
Understanding Game Playing Preferences
CLEI ELECTRONIC JOURNAL, VOLUME 17, NUMBER 3, PAPER 9, DECEMBER 2014 Understanding Game Playing Preferences Cecilia M. Curlango Rosas, Jorge Eduardo Ibarra Esquer, Gloria Etelbina Chávez Valenzuela, María Luisa González Ramírez, Linda Eugenia Arredondo Acosta and Marcela D. Rodríguez Universidad Autonoma de Baja California, Facultad de Ingeniería Mexicali, Mexico 21280 {curlango, jorge.ibarra}@uabc.edu.mx {gloria_chavez, maria.gonzalez, linda_arredondo, marcerod}@uabc.edu.mx Abstract This paper presents the results of a study made with university students to determine the types of video games that they play, the platforms they use to play, and what motivates them to play or stop playing games. The study results distinguish among genders in order to be able to design appropriate teaching strategies which appeal to both genders. This work was done as part of a larger study whose aim is to both attract and retain students to the computer-engineering program. Keywords: computer science education, engineering students, video game preferences 1 Introduction In 2010, The United Nations Educational, Scientific and Cultural Organization (UNESCO) released a report where global challenges and opportunities for engineering were presented. The report stresses the importance of the various engineering fields in development of society, but also warns about the decreasing public awareness and understanding of engineering, and the declining interest and enrollment of young people in engineering courses [1]. This is a trend that during the first decade of the 21st Century was seen as something critical for the Computing Engineering field [2], being until recent years that some countries have started to show a slight reversal in enrollment [3]. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren.