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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
Slang: Language Mechanisms for Extensible Real-Time Shading Systems
Slang: language mechanisms for extensible real-time shading systems YONG HE, Carnegie Mellon University KAYVON FATAHALIAN, Stanford University TIM FOLEY, NVIDIA Designers of real-time rendering engines must balance the conicting goals and GPU eciently, and minimizing CPU overhead using the new of maintaining clear, extensible shading systems and achieving high render- parameter binding model oered by the modern Direct3D 12 and ing performance. In response, engine architects have established eective de- Vulkan graphics APIs. sign patterns for authoring shading systems, and developed engine-specic To help navigate the tension between performance and maintain- code synthesis tools, ranging from preprocessor hacking to domain-specic able/extensible code, engine architects have established eective shading languages, to productively implement these patterns. The problem is design patterns for authoring shading systems, and developed code that proprietary tools add signicant complexity to modern engines, lack ad- vanced language features, and create additional challenges for learning and synthesis tools, ranging from preprocessor hacking, to metapro- adoption. We argue that the advantages of engine-specic code generation gramming, to engine-proprietary domain-specic languages (DSLs) tools can be achieved using the underlying GPU shading language directly, [Tatarchuk and Tchou 2017], for implementing these patterns. For provided the shading language is extended with a small number of best- example, the idea of shader components [He et al. 2017] was recently practice principles from modern, well-established programming languages. presented as a pattern for achieving both high rendering perfor- We identify that adding generics with interface constraints, associated types, mance and maintainable code structure when specializing shader and interface/structure extensions to existing C-like GPU shading languages code to coarse-grained features such as a surface material pattern or enables real-time renderer developers to build shading systems that are a tessellation eect. -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
1935-01-04 1.Pdf
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Serge Kosyrev Curriculum Vitae
Serge Kosyrev Curriculum vitae ROLE SOUGHT b Zelenograd, Moscow (RU) ) Technologist T +7 (905) 5380951 ) Architect / team lead B kosyrev.serge protonmail com ) Senior software engineer E deepfire.github.io SYSTEM BUILDING EDUCATION 2000-2001 Engineering institute ) a SoC-targeted system software development and National Research University of assurance toolchain (IEEE 1149.1) Electronic Technology, Moscow ) two transpilers (one used in critical production environment) 2002-2006 Business school Institute of International Business ) a package manager and a proto-CI system for a Education, Moscow diverse environment (personal project) ) a hypervisor-based secure endpoint (prototype); the hypervisor was written from scratch PUBLIC PROJECTS 2017 undisclosed project HIGH-LEVEL DECLARATIVE DESIGN a knowledge representation & PROGRAMMING and visualisation tool. Don’t feel like talking about it yet ) pure, typed, functional: to support program rea- 2017 reflex-glfw soning, refactoring and assurance a library facilitating use of Re- • Haskell (expressive higher-kinded & dependent flex FRP with OpenGL/GLFW types, reactive (FRP), lazy evaluation) 2017 Barrelfish OS contributions ) metaprogramming: expanding ability to express Nix-based build environment solutions to very complex problems reproducibility (merged up- • Common Lisp (an extensible compiler) stream), stack traces (work in progress) PROGRAM SEMANTICS, 2015-ONGOING Contributions to Nixpkgs packaging software I need COMPILATION AND ANALYSIS for the NixOS Linux distribu- tion/package repository -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
POST-APOCALYPTIC DESIRES, SCIENCE DISTRUST, and the DE(CON)STRUCTION of a ZOMBIE STORY By
BRING AN AXE AND YOUR WILDEST DREAMS: POST-APOCALYPTIC DESIRES, SCIENCE DISTRUST, AND THE DE(CON)STRUCTION OF A ZOMBIE STORY by SAMANTHA JO LONG B.A., Illinois State University, 2011 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Master of Arts Department of English 2014 This thesis entitled: Bring an Axe and Your Wildest Dreams: Post-Apocalyptic Desires, Science Distrust, and the De(con)struction of a Zombie Story written by Samantha Jo Long has been approved for the Department of English Richelle Munkhoff Stephen Graham Jones Date _ The final copy of this thesis has been examined by the signatories, and we Find that both the content and the form meet acceptable presentation standards Of scholarly work in the above mentioned discipline. iii Long, Samantha Jo (M.A., English) Bring an Axe and Your Wildest Dreams: Post-Apocalyptic Desires, Science Distrust, and the De(con)struction of a Zombie Story Thesis directed by Assistant Professor Richelle Munkhoff Observing the current popularity of the zombie narrative in American culture, this thesis explores the questions “why zombie?” and “why now?” through a combination of research and the creation of an original zombie story. Moving beyond existing criticism which argues that the zombie transforms to fit each generation’s specific fears, I argue that zombie movies, novels, and video games from George A. Romero-onwards continually speak to a distrust of science and scientific progress while additionally romanticizing the post-apocalyptic landscape. Consequently, the zombie’s unprecedented mainstream popularity over the last fifteen years could be read as symptomatic of this distrust intensifying, paralleling an increasing politicization of science and a rise in apocalyptic thinking within the public sphere. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
Source Mod Download Css
Source mod download css click here to download SourceMod uses rolling releases, and updates are continuous. Updates to stable versions of SourceMod are small and non-disruptive. It is generally. Reg shows you how to install sourcemod. How to Install Sourcemod (Plugins) for CS:GO, TF2, CSS etc. To download winrar: www.doorway.rum/free-download?gclid=CIyCyOLY37ACFQTsKgodfSeA2A To. To install SourceMod locally, simply extract www.doorway.ru (Windows) www.doorway.ru locate your mod folder (i.e. cstrike for Counter-Strike:Source, dod for Prerequisites · Uploading/Installing · Checking the Install · Troubleshooting. Browse and play mods created for Counter-Strike: Source at Mod DB. You've always dreamed about a mod where CounterStrike is like Team Fortress 2? so. Browse Warcraft Source mod for Counter-Strike: Source files to download full releases, installer, sdk, patches, mods, demos, and media. Browse Counter-Strike: Source files to download full releases, installer, sdk, patches, mods, demos, and media. Counter-Strike Source: Global Offensive Released! You can download a modification right now! This mod not have chickens! Enjoy the. From now, Aliens Mod is available for download from downloads page. Counter-Strike Source is not necessary, this mod is also stand-alone. HD How to Install SourceMod to a counter strike so: A Installation Counter-Strike: Source (CS:S) Tutorial submitted by Svpernaut. Fastes. Counter-Strike: Source - Balanced Weapons Mod - 18th September [Mod]; Posted about 3 years ago; KB; downloads. This mod's idea is to. Extract downloaded files and place the folder (Ex. "CSS Content Addon" folder) into Global Offensive content doesn't work with CS: Source content. -
A Multi-System VRML Viewer
pp g y p y g g g , San Diego, California, Decemb er 1995. VRweb: A Multi-System VRML Viewer Michael Pichler, Gerb ert Orasche, Keith Andrews 1 I ICM, Graz UniversityofTechnology Ed Grossman 2 National Center for Sup ercomputing Applications Mark McCahill 3 University of Minnesota Abstract form of Silicon Graphics' Inventor [27 ] le format, an ex- tensive, proven 3D graphics le format which includes a va- riety of sp ecial-purp ose no des. VRML adopted Inventor's As VRML b ecomes the standard for describing no de-based hierarchical structure, eld syntax and instanc- 3D scenes on the Internet, many VRML viewers ing mechanism, but left out a numb er of its sp ecial-purp ose are b eing develop ed with proprietary interests or and more esoteric features. VRML de nes no des for geom- for sp eci c target systems or proto cols. etry p olygon based and primitive shap es, text, grouping, VRweb is a VRML viewer providing the same multiple levels of detail, transformations elementary and ar- user interface for multiple Web proto cols WWW, bitrary matrices, co ordinates, normal data, prop erties ma- Gopher, and Hyp er-G and multiple platforms terials, textures, rendering attributes bindings and shap e Unix, Windows, and Macintosh and is avail- hints, light sources p ositional, directional, sp ot lights, and able as b oth binary and source co de. VRweb camera de nitions p ersp ective and orthographic. source co de is copyrighted, but is freely avail- The World Wide Web WWW, W3, or \The Web" [8 ], able for non-commercial use, providing a plat- currently the most p opular Internet information system, is form for research and exp eriment.