Kihl-Destruction in Frostbite(SIGGRAPH 2010
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Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Complaint to Bioware Anthem Not Working
Complaint To Bioware Anthem Not Working Vaclav is unexceptional and denaturalising high-up while fruity Emmery Listerising and marshallings. Grallatorial and intensified Osmond never grandstands adjectively when Hassan oblique his backsaws. Andrew caucus her censuses downheartedly, she poind it wherever. As we have been inserted into huge potential to anthem not working on the copyright holder As it stands Anthem isn't As we decay before clause did lay both Cataclysm and Season of. Anthem developed by game studio BioWare is said should be permanent a. It not working for. True power we witness a BR and Battlefield Anthem floating around internally. Confirmed ANTHEM and receive the Complete Redesign in 2020. Anthem BioWare's beleaguered Destiny-like looter-shooter is getting. Play BioWare's new loot shooter Anthem but there's no problem the. Defense and claimed that no complaints regarding the crunch culture. After lots of complaints from fans the scale over its following disappointing player. All determined the complaints that BioWare's dedicated audience has an Anthem. 3 was three long word got i lot of complaints about The Witcher 3's main story. Halloween trailer for work at. Anthem 'we now PERMANENTLY break your PS4' as crash. Anthem has problems but loading is the biggest one. Post seems to work as they listen, bioware delivered every new content? Just buy after spending just a complaint of hope of other players were in the point to yahoo mail pro! 11 Anthem Problems How stitch Fix Them Gotta Be Mobile. The community has of several complaints about the state itself. -
THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
«Акційні Товари З Кредитом До 25 Платежів Від Банків Пумб, «Отп Банк», «Альфа-Банк», «Укрсіббанк»», Мережею Магазинів Цитрус -Гаджети Та Аксесуари
ПРАВИЛА ПРОВЕДЕННЯ АКЦІЇ «Акційні товари з кредитом до 25 платежів від банків ПУМБ, «ОТП Банк», «Альфа-банк», «Укрсіббанк»», МЕРЕЖЕЮ МАГАЗИНІВ ЦИТРУС -ГАДЖЕТИ ТА АКСЕСУАРИ м. Одеса «29» липня 2020 р. 1. Організатори Акції 1.1. ТОВ «Цетехно». 1.2. Перший Український Міжнародний Банк, АТ «ОТП Банк», АТ «Альфа-банк», АТ «Укрсіббанк»». 2. Період проведення Акції: 2.1. Акція з акційним товаром триває з «30» липня 2020 р. до «03» серпня 2020 р. включно. 2.2. Для участі в Акції необхідно здійснити покупку акційного товару з акційного списку в мага- зині Цитрус або в інтернет-магазині citrus.ua у період з «30» липня 2020 р. до 21:00 «03» сер- пня 2020 р. включно. 2.3 Останнє замовлення, яке бере участь в акції, від інтернет-магазину citrus.ua повинно бути от- римано і сплачено до 21 години 00 хвилин «03» серпня 2020 року. Останнє замовлення, яке приймає участь у акції від роздрібних магазинів повинно бути спла- чено до 21:00 «03» серпня 2020 р. 3. Місце проведення Акції. 3.1. Акція проводиться на території України, крім зони проведення ООС та тимчасово окупо- ваних територій, у мережі магазинів «Цитрус», які знаходяться за адресою: 3.1.1. м. Одеса, пр-т Ак. Глушко, 16 Телефон: (048) 777 59 22 3.1.2. м. Одеса, Аркадійська Алея Телефон: (048) 705-47-04 3.1.3. м. Одеса, пр-т Добровольського, 114/2 (р-к Північний) Телефон: (048) 735-81-99 3.1.4. м. Одеса, вул. Корольова, 94 Телефон: (048) 735-81-01 3.1.5. м. Одеса, вул. Пантелеймонівська, 64 Телефон: (048) 35-67-27 3.1.6. -
Terrain Rendering in Frostbite Using Procedural Shader Splatting
Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting Chapter 5 Terrain Rendering in Frostbite Using Procedural Shader Splatting Johan Andersson 7 5.1 Introduction Many modern games take place in outdoor environments. While there has been much research into geometrical LOD solutions, the texturing and shading solutions used in real-time applications is usually quite basic and non-flexible, which often result in lack of detail either up close, in a distance, or at high angles. One of the more common approaches for terrain texturing is to combine low-resolution unique color maps (Figure 1) for low-frequency details with multiple tiled detail maps for high-frequency details that are blended in at certain distance to the camera. This gives artists good control over the lower frequencies as they can paint or generate the color maps however they want. For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m2 patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map. Figure 1. Terrain color map from Battlefield 2 7 email: [email protected] 38 Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2007 Figure 2. Overhead view of Battlefield: Bad Company landscape Figure 3. Close up view of Battlefield: Bad Company landscape 39 Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting There are a couple of potential problems with all these traditional terrain texturing and rendering methods going forward, that we wanted to try to solve or improve on when developing our Frostbite engine. -
Game Developer Index 2010 Foreword
SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here. -
Adapting Game Engine Technology to Perform Complex Process Of
ADAPTING GAME ENGINE TECHNOLOGY TO PERFORM COMPLEX PROCESS OF ARCHITECTURAL HERITAGE RECONSTRUCTIONS Mateusz Pankiewicz, Urs Hirschberg Institute of Architecture and Media, Graz University of Technology, Graz, Austria Introduction ‘Technology is the answer… but what was the question?’1 Cedric Price famously chose this provocative title for a lecture he gave in 1966, almost fifty years ago. His provocation remains valid to this day. It challenges us not only to critically assess the questions we expect technology to answer but also to explore whether a technology couldn’t also be applied to uses it was never intended for. It is in this spirit that this paper discusses and presents the possible integration and wider implementation of Game Engine Technology in the digital reconstruction of building processes in Architectural Heritage. While there are numerous examples of Game Engines being used to enable walk-throughs of architectural projects – built or un-built, including in Architectural Heritage – the focus of this project is not just the real-time visualization and immersive experience of a historically relevant building. Rather it demonstrates how the same technology can be used to document the entire development of a historically relevant ensemble of buildings through different stages of construction and adaptation over two centuries. Thus the project presented in this paper, which was developed as part of the primary author’s Master Thesis, uses Game Engine Technology in order to document and visualize change over time. Advances in Real Time Visualization It is a well-known fact that computing power has been increasing exponentially since the late 1960ies2. Each year the computer industry is surprising users with novel possibilities, opening exciting perspectives and new horizons. -
Battlefield 3 Wages War with Groundbreaking Frostbite 2 Game Engine Technology
Battlefield 3 Wages War With Groundbreaking Frostbite 2 Game Engine Technology DICE Announces Massive Pre-order Incentive for Fall Blockbuster STOCKHOLM--(BUSINESS WIRE)-- DICE, an Electronic Arts Inc. studio (NASDAQ:ERTS), the makers of the multi-platinum Battlefield: Bad Company™ series today announced a massive pre-order incentive for Battlefield 3™, the long-awaited successor to the epic, internationally acclaimed 2005 game, Battlefield 2™. Battlefield 3 leaps ahead of its time with the power of Frostbite™, 2DICE's new cutting-edge game engine. This state-of-the- art technology is the foundation on which Battlefield 3 is built, delivering enhanced visual quality, a grand sense of scale, massive destruction, dynamic audio and character animation utilizing ANT technology from the latest EA SPORTS™ games. The experience doesn't stop with the engine — it just starts there. In single-player, multiplayer and co-op, Battlefield 3 is a near-future war game depicting international conflicts spanning land, sea and air. Players are dropped into the heart of the combat whether it occurs on dense city streets where they must fight in close quarters or in wide open rural locations that require long range tactics. "We are gearing up for a fight and we're here to win," said Karl Magnus Troedsson, General Manager, DICE. "Where other shooters are treading water Battlefield 3 innovates. Frostbite 2 is a game-changer for shooter fans. We call it a next-generation engine for current-generation platforms." In Battlefield 3, players step into the role of the elite U.S. Marines. As the first boots on the ground, players will experience heart-pounding missions across diverse locations including Paris, Tehran and New York. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Metadefender Core V4.17.3
MetaDefender Core v4.17.3 © 2020 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. Process Files with MetaDefender Core 21 2. Installing or Upgrading MetaDefender Core 22 2.1. Recommended System Configuration 22 Microsoft Windows Deployments 22 Unix Based Deployments 24 Data Retention 26 Custom Engines 27 Browser Requirements for the Metadefender Core Management Console 27 2.2. Installing MetaDefender 27 Installation 27 Installation notes 27 2.2.1. Installing Metadefender Core using command line 28 2.2.2. Installing Metadefender Core using the Install Wizard 31 2.3. Upgrading MetaDefender Core 31 Upgrading from MetaDefender Core 3.x 31 Upgrading from MetaDefender Core 4.x 31 2.4. MetaDefender Core Licensing 32 2.4.1. Activating Metadefender Licenses 32 2.4.2. Checking Your Metadefender Core License 37 2.5. Performance and Load Estimation 38 What to know before reading the results: Some factors that affect performance 38 How test results are calculated 39 Test Reports 39 Performance Report - Multi-Scanning On Linux 39 Performance Report - Multi-Scanning On Windows 43 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. -
[V40]? Descargar Gratis [(Cryengine 3 Cookbook
Register Free To Download Files | File Name : [(Cryengine 3 Cookbook * * )] [Author: Dan Tracy] [Jun2011] PDF [(CRYENGINE 3 COOKBOOK * * )] [AUTHOR: DAN TRACY] [JUN2011] Tapa blanda 30 junio 2011 Author : Great book to get you started using the CryEngine Sandbox I picked up this book because I wanted to get some hands on experience using the CryEngine with a reference book, but had not used the CryEngine before.I feel this book is more aimed towards beginners, and allows someone new to the CryEngine to be able to easily jump in, and have a reference for doing a ton of stuff that might not be very straight forward, as well as a lot of detail on using the interface.Overall, just reading through the first chapters, I was able to get comfortable with the interface, and able to create and setup my own basic level. Further on, the book goes into a more general 'cookbook' style, with recipes for doing a variety of different things you might need in your level.The book is well written, easy to read and a beginner can pick it up without a problem. There are lots of recipes for most things you would want to do, such as: creating terrain, changing level layout, placing items, changing lighting, putting down enemies, creating assets to import into the CryEngine, creating vehicles, some game logic, creating cut scenes, and much more.The one problem I did have with using the book with the CryEngine are that the assets have changed since the book was published, so some of the items, or textures it tells you to look for at the beginning aren't there. -
Above and Beyond the Call of Duty Analyse Van De Voorstelling Van De
Universiteit Gent Academiejaar 2011 – 2012 Above and Beyond the Call of Duty Analyse van de voorstelling van de Tweede Wereldoorlog in first person shooter-games d.m.v. een ‘publiekshistorisch’ model Masterproef voorgelegd aan de Faculteit Letteren en Wijsbegeerte voor het behalen van de graad van ‘Master of Arts in de Geschiedenis’ op 10 augustus 2012 Door: Pieter Van den Heede (studentennummer: 00805755) Promotor: Prof. dr. G. Deneckere Commissarissen: A. Froeyman en F. Danniau Universiteit Gent Examencommissie Geschiedenis Academiejaar 2011-2012 Verklaring in verband met de toegankelijkheid van de scriptie Ondergetekende, ………………………………………………………………………………... afgestudeerd als master in de Geschiedenis aan Universiteit Gent in het academiejaar 2011- 2012 en auteur van de scriptie met als titel: ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… verklaart hierbij dat zij/hij geopteerd heeft voor de hierna aangestipte mogelijkheid in verband met de consultatie van haar/zijn scriptie: o de scriptie mag steeds ter beschikking worden gesteld van elke aanvrager; o de scriptie mag enkel ter beschikking worden gesteld met uitdrukkelijke, schriftelijke goedkeuring van de auteur (maximumduur van deze beperking: 10 jaar); o de scriptie mag ter beschikking worden gesteld van een aanvrager na een wachttijd van … . jaar (maximum 10 jaar); o de scriptie mag nooit ter beschikking worden gesteld van een aanvrager (maximum- duur van het verbod: 10 jaar). Elke gebruiker is te allen tijde verplicht om, wanneer van deze scriptie gebruik wordt gemaakt in het kader van wetenschappelijke en andere publicaties, een correcte en volledige bronver- wijzing in de tekst op te nemen. Gent, ………………………………………(datum) ………………………………………(handtekening) VOORWOORD Graag wil ik de mensen bedanken die op één of andere manier hebben bijgedragen tot de realisatie van deze masterproef.