Autodesk Game Technologies Group Serigamex – November 12, 2008 ‐ Civitavecchia

Total Page:16

File Type:pdf, Size:1020Kb

Autodesk Game Technologies Group Serigamex – November 12, 2008 ‐ Civitavecchia Autodesk Game Technologies Group SeriGamEx – November 12, 2008 ‐ Civitavecchia Image courtesy of Bugbear Entertainment Agenda Introduction to Autodesk Game technologies in simulation The production chain AI and behaviors AI data model Agenda Introduction to Autodesk Why am I before you? Game technologies in simulation The production chain AI and behaviors AI data model Autodesk M&E: “Create, Animate, Integrate” 3ds Max Maya MotionBuilder Mudbox HumanIK Kynapse Images Courtesy of Ubisoft Public Titles using Kynapse (Artificial Intelligence) Kynapse leads both Game & Serious Game markets Some Kynapse references Game Serious Game Agenda Introduction to Autodesk Game technologies in simulation Game technologies: what for? The production chain AI and behaviors AI data model History: a shift of technological power over 40 years The seventies: military or industrial simulations inspired video games Flight trainers War games The nineties: increase in CPU and graphic cards power, and reduction of computer cost Booming video game market: turns into a mass market Technology and creativity race between studios 2000…: technology “maturity” Consoles: more action, faster CPU, faster visualisation Middleware (animation, physics, AI): packaged technology Internet: Massively Multiplayer On‐line Games Middleware segments for AAA games Specialized Infrastructure Commodities Modules Animation Rendering Sound AI Game Engine Interface Techologies Physics Network Ageia (physics) Epic Games Audiokinetic (sound) Havok (physics & Anim.) Emergent Fmod (sound) Kynogon (AI) Trinigy SpeedTree (landscape) Players Natural Motion (Anim.) Crytek FaceFX Autodesk (Anim.) Instinct GameSpy Simutronics VoiceIn BigWorld Bink Etc. Game technologies are for immersive «first person» simulators Driving simulators for armoured vehicles Instruction, training, operational preparedness of crew Tank leader or Squad leader training Environmentofchoice: Convoy training cave or visualization dome Flight simulator: helicopters Red forces simulation Squad members simulation Flight simulator: plane Civilian white noise, and military ground traffic simulation for target acquisition and selection Use of force and judgment training Shooting simulator for infantry Instruction to procedure Marksmanship JTAC AFRL MetaVR Use of force training But these technologies can be used to improve other simulations Open constructive simulations The key triggers: Operator assistance • Visual realism is a must for Spatial reasoning simulation acceptance Immersive static simulators • Operator’s capabilities, Check point productivity or efficiency can Peace keeping operations be improved Weapon system simulation (SBA) UAV, ROVs Pay load study Operator training Sensor stimulation Doctrine preparation and validation simulation New doctrine conception, entity level Section head training Judgment training for urban guerilla operations Operational training Rheinmetall Flight deck of plane carrier Agenda Introduction to Autodesk Game technologies in simulation What components The production chain of simulation are concerned? AI and behaviors AI data model Simulation and video game production are similar in many respects… with some differences HLA, DIS, TENA distribution Procedural Data EO/IR Weather AI Data Data Imagery model model 3D Terrain Model Elevation data Behavior Rendering Others: Engine Engine sensors Behaviors Physics Commu- RT 3D Vector data engine nications Scene Level/Game Runtime 2D plans Scenario/ 3D Building Engine Model Simulation CGF 3D Models Editor 3D Models 3D Models (Entities Operator Player Vehicles Animations Weapons) Movement models Physics Data AAR Simulation logging DCCbuilder Runtime Kynapse provides 3 components of Real Time 3D simulation HLA, DIS, TENA distribution Procedural Data EO/IR Weather AI Data Data Imagery model model 3D Terrain Model Elevation data Behavior Rendering Others: Engine Engine sensors Behaviors Physics Commu- RT 3D Vector data engine nications Scene Level/Game Runtime 2D plans Scenario/ 3D Building Engine Model Simulation CGF 3D Models Editor 3D Models 3D Models (Entities Operator Player Vehicles Animations Weapons) Movement models Physics Data AAR Simulation logging DCCbuilder Runtime Agenda Introduction to Autodesk Game technologies in simulation The production chain One in three steps in the AI and behaviors real time simulation loop AI data model AI brings an answer to 2 questions: why and how Human Factors: learning, adaptability, evolution, emotions High Level Why? Decision modules: constrained optimization, multi-objective optimization infinite state machines, bayesian networks, Petri networks, rule based systems Scenario Coordinated movements, complex movements Basic movements Low Level How? Spatial reasoning Path planning, path following, dynamic avoidance Based on a specific data model AI computes “next frame” behaviours Real time loop Non real time Input: Services • all entities positions and • Path finding behavior parameters • Spatial analysis • all behavior relevant simulation events (ie: Data changes in world) • Graphs Compute: • Meshes behaviors for all AI controlled • Others entities (runs all entities brains) Behaviours Output: High level decision model • All AI driven entities wanted speed and orientation • Animation related entities parameters Simulation is much more demanding on AI than regular games Game Simulation Designed for fun Designed for realism Most behaviors are short (30s) Behaviors may last hours Scripted behaviors to serve game Fully autonomous individual play behaviors Nothing unexpected that could The unexpected should occur like in harm game play real life Dozens of entities at 60 herz Hundreds of entities at 10 herz Destroy everything for fun Destroy for a purpose No need for determinism Determinism and AAR Scripts written by programmers Exercises designed by operators Dozens of scenes, with dozens of Hundreds of scenarios with unique behaviors thousands of behaviors Proper character centric solution also requires high performance physics High performance physics for human entities >10 hertz clamping of hundreds of entities Full body contact for dense crowds “the real performance bottleneck” Destructibility 2 states (no physics) Fracture Full destructibility Demand on animation depends on simulation purpose and constrains High fidelity animation Side steps, backward walk Proper foot clamping Proper blending Facial expressions Full body inverse kinematics High performance Level of detail Retargetting (HumanIK) Agenda Introduction to Autodesk Game technologies in simulation The production chain AI and behaviors A rich robust and light AI data model data model is a necessity A basic data model, with AI mesh and Path Data 1 – boundaries 2 – connectivity network graph Computed through Computed through detailed exploration exploration of of physical world accessible world (collision world) Topological model, AI Light, robust, Mesh and Path Data complete AI data are optimised for maximum efficiency at runtime: CPU consumption and memory footprint B Path planning uses the Path Data Light representation of the world A* algorithm Euclidian heuristics Paths under constrain, non‐euclidian A heuristics The followed trajectory is computed based on the graph and the mesh Final destinations on graph Next point to reach on graph « Light » accessibility test on mesh «Forward»test to look for more appropriate target point Spatial reasoning explores the graph Reasoning start on a given point of the graph. Algorithm selects neighbourgh points on the graph. Each points is checked for validity according to model’s criteria (hide, flee, other…) Algorithm propagates on the graph until one or several valid candidates are found. Selected points are proposed to the decision layer. The model incorporates elements affecting movement capabilities or perception «Topological objects » are objects Window that may affect path planning, path following or spatial reasoning Doors Windows Ladders Elevators Stairs Escalators Special corridors (narrow) Manholes Woods border Door … At runtime, impact of such objects on path finding and spatial reasoning depends on their state or status Recommendations for a richer model Identifying doors, windows, ladders, elevators, stairwells… Conditional path edges can be pre‐processed during generation for future use at runtime Adding pertinent semantic information on ground nature Automatic data model generation can then intelligently filter data according to entities properties, and decorate the model for future use at runtime Requires subject matter competencies, and a good understanding of the objectives and use of the simulation Examples: soil type, room function… Identifying and segregating fundamentally static or potentially dynamic elements of the simulation Automatic generation will not consider dynamic objects in the fixed data model, as they will be handled at runtime only Example: tables, chairs, doors, desks or sofas in a building Pre‐process elements whose topological properties require advanced subject matter competency: Custom pre‐processing of such elements can then be included in automatic generation Example: crest line Towards a richer object model in DCC « Identifying early the « topological objects » facilitates automatic pre‐processing during model generation » All objects in the simulation can be created with all properties: Visual Physical Animation AI These properties should be kept intact throughout the production process “two ways production pipeline” Seamlesss production pipeline, from modeler to simulation engine HLA, DIS, TENA distribution Procedural Data EO/IR Weather AI Data Data Imagery model model 3D Terrain Model Elevation data Behavior Rendering Others: Engine Engine sensors Behaviors Physics Commu- RT 3D Vector data engine nications Scene Level/Game Runtime 2D plans Scenario/ 3D Building Engine Model Simulation CGF 3D Models Editor 3D Models 3D Models (Entities Operator Player Vehicles Animations Weapons) Movement models Physics Data AAR Simulation logging DCCbuilder Runtime Thank you for your attention.
Recommended publications
  • Game Engine Architecture
    Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of
    [Show full text]
  • 5 Game Development Slides
    : requirements elicitation Video Game Development by ian kabeary, franky cheung, stephen dixon, jamie bertram, marco farrier 1 2 the process of requirements elicitation for game development is unlike that of any other type of software. topics (some) requirements developers have to deal with how they deal with them must be fun have surround how requirements have changed over the years sound can’t be boring have good graphics be fun 4 years from now have plot twists add character development have long, detailed levels http://www.wallpaperspictures.net/image/lost-in-a-dense-fog-wallpaper-for-1920x1440-545-4.jpg 3 4 must be fun have surroun d soun d these are vague, yet very important to the end users of can’t be the system, and cannot be discarded by developers. [1] boring have good so what can be done? graphics be fun 4 years from now have plot twists add character development developers can attempt to create new gameplay experiences http://cdn.digitaltrends.com/wp-content/uploads/2010/12/portal_mirror-2.jpg http://4.bp.blogspot.com/-SzkHfVP1Lig/TyMgyWmbBHI/AAAAAAAAD3M/ItQVnEJjw_E/s1600/PokemonRed_Nintendo_GameBoy_005a.jpg 5 have long, detailed levels 6 some statistics • Pokémon Red, Blue, Green sold 20.08 million, worldwide • Pokémon FireRed, LeafGreen sold 11.18 million, worldwide • Other derivatives, (like Gold, Silver, Ruby, Sapphire, Crystal, Emerald, Diamond, Pearl) sold a total of approximately 48.6 million, worldwide. or, refine existing (successful) concepts into a new game. http://cdn3.digitaltrends.com/wp-content/uploads/2011/04/portal-2-review.jpg http://vgsales.wikia.com/wiki/Pokemon http://www.easybizchina.com/picture/product/200911/04-54a30540-67b0-49f3-8af3-38f0f95b2e78.jpg http://4.bp.blogspot.com/-VrKGuN_pMOY/TjPql78UI9I/AAAAAAAAATg/rcI3edZvYr8/s1600/iStock_money+tree.jpg 7 8 over the years, consumer expectations have what made mario popular? changed.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • Gap Analysis”
    “The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point
    [Show full text]
  • Tool Support for Computer Role-Playing Game Programming
    Abstract Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar player experience than their ancestors, paper-and- pen role-playing games. For a type of digital games, their evolution is already rather long, as the first ones were created in 1980s. Typically CRPGs em- phasize character development and to support this huge fantasy worlds and sophisticated storylines are also present. CRPG development has unique challenges, which derive from these typical features. Content creation is a continuous issue, since huge virtual worlds and long storylines must be filled with content. Personalization is also an important issue, because all fun of creating personalized character is lost if it has no effect into the game. Low starting threshold is important for successful game. It is becoming essential that the player can start playing quickly and she is not required to spent time waiting the installation to be completed. This can be achieved by web-based approach, since web-based games do not require installations. There are also other benefits, such as instant distribution, platform inde- pendence, and instant upgrades. As it is likely that in the future CRPGs are web-based, software tools for developing browser-based games are even more important in the future. However regardless of the platform the unique challenges of CRPG development remain the same. This dissertation addresses these unique challenges and simplifies CRPG development with software tool support. The software tools presented in this dissertation begin with construction of a novel game engine called CAGE. We used this game engine in the game programming course of Department of Software Systems in Tampere University of Technology as a software plat- form, and students developed their games using it.
    [Show full text]
  • 000149644.Pdf
    Mestrado em Multimédia Implementação de Exposições Virtuais em Ambiente Tridimensional em Museus de Ciência e Técnica João Carlos Carvalho Aires de Sousa (070549009) Licenciado (Pré-Bolonha) em Engenharia Eletrotécnica e de Computadores pela Faculdade de Engenharia da Universidade do Porto Dissertação submetida para satisfação parcial dos requisitos de grau de Mestre em Multimédia Dissertação realizada sob a orientação do Professor Doutor António Augusto Sousa, do Departamento de Engenharia Informática da Faculdade de Engenharia da Universidade do Porto e sob a coorientação da Mestre Susana Maria Moreira de Figueiredo Medina Vieira, docente convidada do Departamento de Ciências e Técnicas do Património da Faculdade de Letras da Universidade do Porto Porto, setembro de 2011 II Resumo O estudo realizado na presente dissertação surge da necessidade de agilização do processo de criação de exposições virtuais em museus de ciência e técnica. O principal objetivo deste trabalho consiste em desenvolver um método tecnológico que permita a profissionais de museu a criação, de uma forma fácil e acessível, exposições em ambiente tridimensional. As tecnologias 3D adaptam-se à natureza interativa associada a objetos museológicos de ciência e técnica, e constituem um fator de preferência para a representação das suas exposições em contexto digital, permitindo o acesso aos acervos museológicos sem restrições temporais e de manipulação. A análise teórica da presente investigação revelou que muitos museus de ciência e técnica não apresentam os seus conteúdos digitais numa dinâmica 3D interativa. Por outro lado, constatou-se a grande complexidade e diminuta flexibilidade dos atuais sistemas de criação de exposições e de museus virtuais em contexto tridimensional. A simplicidade, flexibilidade e qualidade gráfica dos atuais motores de criação de jogos de vídeo em ambiente tridimensional, apresentam a capacidade necessária para a sua personalização e reconfiguração num sistema de suporte tecnológico para a criação de exposições virtuais.
    [Show full text]
  • Grado En Ingeniería Informática
    Escuela de Ingenierías I.I. Industrial, Informática y Aeroespacial GRADO EN INGENIERÍA INFORMÁTICA Trabajo de Fin de Grado Diseño y desarrollo de un motor de videojuego utilizando C++ y SFML. Ejemplo de uso: Graphiure Autor: Dorian Cadenas Álvarez Tutor: Lidia Sánchez González Página 1 UNIVERSIDAD DE LEÓN Escuela de Ingenierías I.I. GRADO EN INGENIERÍA INFORMÁTICA Trabajo de Fin de Grado ALUMNO: Dorian Cadenas Álvarez TUTOR: Lidia Sánchez González TÍTULO: Diseño y desarrollo de un motor de videojuego utilizando C++ y SFML. Ejemplo de uso: Graphiure CONVOCATORIA: Julio, 2015 RESUMEN: El presente Trabajo Fin de Grado (TFG) consiste en el estudio y desarrollo de un motor de videojuegos. Los objetivos que se marcan es comprender las bases de un motor de videojuego, entender sus fundamentos y arquitecturas, diferentes enfoques con sus ventajas y desventajas y comprender cómo afecta cada una de sus partes al desarrollo y ejecución del juego final que se desarrolla sobre el motor. Para ello, se ha realizado un proyecto inicial, intentando clonar el juego del Tetris, y con el que realizar la toma de contacto con el lenguaje C++ y las librerías SDL y SFML. Mientras, se procedía a la lectura y estudio de bibliografía recomendada, en los que se analiza la arquitectura de los motores, los diferentes enfoques con sus ventajas y desventajas y algunos motores de ejemplo que implementan dichas estrategias. Posteriormente, con las bases establecidas y escogido la librería SFML para la realización del proyecto, se procedió a programar un motor sencillo aplicando algunas de las estrategias aprendidas y entender y experimentar de primera mano la estructura, funcionamiento y complejidad de un motor.
    [Show full text]
  • The Video Game Asset Pipeline a Pattern Approach to Visualization
    The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine.
    [Show full text]
  • Proyecto947.Pdf
    UNIVERSIDAD DE ALMERÍA ESCUELA POLITÉCNICA SUPERIOR Y FACULTAD DE CIENCIAS EXPERIMENTALES INGENIERÍA INFORMÁTICA DroidEngine2D Motor para el desarrollo de videojuegos 2D para Android El Alumno: Miguel Vicente Linares Director: Antonio Leopoldo Corral Liria Almería, Julio de 2014 Capítulo 1. Introducción. 2 DroidEngine2D: Motor para el desarrollo de juegos 2D para Android. Agradecimientos A mi familia, y en especial a mis padres y mi hermano por su apoyo desde siempre y por su paciencia. A mi tutor, Antonio Corral, por el asesoramiento, por los consejos y por animarme en todo momento a terminar el proyecto. A mis compañeros, en especial a Jorge García, Sergio Revueltas y Antonio Vicente, por el apoyo durante los 5 años de carrera. A mis profesores, por enseñarme las bases de los conocimientos técnicos que me han permitido, entre otras cosas, desarrollar este proyecto. En particular a los profesores Manuel Torres, Vicente González, Joaquín Cañadas, Leo González y Julio Barón por aceptar amablemente formar parte del tribunal que evaluará este proyecto. A cualquier persona que me haya ayudado, de forma directa o indirecta, a llevar a cabo este proyecto. Gracias. i Índice de contenidos. ii DroidEngine2D: Motor para el desarrollo de juegos 2D para Android. Índice de contenidos 1. Introducción ................................................................................................................ 1 1.1. Introducción al desarrollo de videojuegos ............................................................. 1 1.2. Roles en un equipo de
    [Show full text]
  • Nvidia Physx Technology Now Integrated Into Trinigy Vision Engine 7
    For Trinigy: For NVIDIA: Trinigy Headquarters NVIDIA Corporation Felix Röken Bryan Del Rizzo General Manager … Tel.: +49-(0)7121-986-993 Tel: (408) 486-2772 Fax: +49-(0)7121-986-994 … Email: [email protected] Email: [email protected] World Wide Web: www.trinigy.net World Wide Web: www.nvidia.com FOR IMMEDIATE RELEASE NVIDIA PHYSX TECHNOLOGY NOW INTEGRATED INTO TRINIGY VISION ENGINE 7 NVIDIA PhysX Technology Becomes Integral Part of Trinigy Vision Game Engine SDK Eningen/Germany, Santa Clara/USA, March 25th, 2009: Trinigy, a leading provider of 3D Game Engines with offices in Germany and Austin, TX, USA, and NVIDIA Corp., the world leader in visual computing technologies headquartered in Santa Clara, CA, USA today announced that Trinigy is now providing fully-fledged, out-of-the-box, multi-platform integration with NVIDIA® PhysX™ technology for licensees of the company’s latest Vision Engine 7. The Trinigy Vision Engine 7 is one of the world’s most advanced technologies for professional game development. Currently in use in numerous commercial game productions all over the world, by well-known companies such as Ubisoft, Firefly, Take 2, Neowiz, Dreamcatcher, Spellbound and others, the Vision Engine has proven its versatility for use in a multitude of game genres, including real-time strategy, racing, first person shooters, role-playing games and massively multiplayer online (MMO) games. In the scope of this agreement, Trinigy Vision Engine licensees will gain access to NVIDIA PhysX™ technology for PC, Xbox360™, PLAYSTATION®3 and Nintendo Wii™ as an integral part of the Vision SDK license at no additional charge.
    [Show full text]
  • Game Developer Magazinedevelopergame Revisiting Android +++ Postmortem: Hundreds +++ Intro to User Analytics May2013
    GAME GAME DEVELOPER MAGAZINE REVISITING ANDROID +++ POSTMORTEM: HUNDREDS +++ INTRO TO USER ANALYTICS 2013 MAY MAY 2013 VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE VOLUME VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE GAME DESTINATION: BLACKBERRY 10 It’s where your game belongs. Discover how you can create games that keep them coming back for more. BlackBerry® 10 o ers a powerful and easy platform for game development. It’s integrated with major development tools and leading game engines, including Unity, Marmalade and Shiva 3D. Plus, the leading BlackBerry 10 hardware produces a visually stunning and incredibly immersive gaming experience that really lets your masterpiece shine. Get your game where it needs to be. Fast. Users everywhere are hooked on the simplicity, elegance and blazing-fast performance that BlackBerry 10 delivers. They are enthusiastically snapping up amazing entertainment and apps to make their BlackBerry experience that much richer. All of this demand means that there has never been a better time for you to bring your game to BlackBerry. It’s easy to get started By o ering both native development tools and integration with the major development tools on the market, BlackBerry makes it simple for you to choose an option that works best with your individual skills and preferences. So you can develop your game faster and with the greatest fl exibility. POSIX-based Consistent form Development tools Leading game OS, support factor makes it using Microsoft engine and for openGL ES, easy for Visual Studio and middleware OpenAL developers Eclipse EDT support Shadowgun image courtesy of SHADOWGUN, by MADFINGER.
    [Show full text]
  • Spieleförderung in Deutschland
    JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 01/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin SPIELEFÖRDERUNG IN DEUTSCHLAND WIE SIE FUNKTIONIERT, WANN ES SICH LOHNT, WAS SICH ÄNDERN MUSS DER STANDORT-WETTBEWERB: SIEBEN INITIATIVEN IM VERGLEICH RAUBKOPIEN DIRECT3D 11 PRAKTIKUMSBERICHT KONKRETE DATEN ZU EINEM WIR ERKLÄREN DIE WICHTIGSTEN SECHS MONATE LERNEN UND ERFOLGREICHEN IPHONE-SPIEL HÜRDEN FÜR PROGRAMMIERER ARBEITEN BEI RELATED DESIGNS MG_Spieleförderung v3.indd 1 08.12.2009 11:52:45 Uhr Register before FEBRUARY 4TH and SAVE UP TO 35%! Game Developers Conference® March 9–13, 2010 | Moscone Center, San Francisco www.GDConf.com Learn. Network. Inspire. gs_sh_MG_01_GDC.indd 1 03.12.2009 9:28:33 Uhr Editorial Prosit Altjahr? Blick zurück nach vorn viel Klimbim, aber dafür mit den unserer Mei- Heiko Klinge nung nach wichtigsten Branchen-Events und ute alte Editorial-Tradition: in der letz- viel Platz für eigene Notizen. G ten Ausgabe des Jahres die vergan- Einen Termin sollten Sie am besten schon genen zwölf Monate Revue passieren lassen jetzt rot anstreichen: den 31. März, denn dann ist Projektleiter vom und – ganz wichtig – ein positives Fazit ziehen. endet die Early-Bird-Phase für die nächste Auf- Making Games Magazin. Können Sie vergessen, machen wir nicht. Denn lage unseres Branchenverzeichnisses Key Play- es wäre mehr als scheinheilig zu behaupten, das ers. Wir haben unser Buch inzwischen an Tau- Jahr 2009 und unsere Branche seien gute sende nationale und internationale Branchen- www Freunde gewesen. Mit Ascaron hat eines der tra- Entscheider verschickt, waren auf jeder wich- makinggames.de ditionsreichsten deutschen Studios schließen tigen Fachkonferenz vertreten – angefangen bei Immer wenn Sie diesen Hinweis bei müssen, der gerade für heimische Teams so der GDC Europe, zuletzt auf dem Browsergames einem Artikel sehen, möchten wir Sie auf ergänzende oder vertiefende wichtige Nintendo DS-Markt ist eingebrochen, Forum und dem Deutschen Entwicklerpreis.
    [Show full text]