Phd and Mphil Thesis Classes

Total Page:16

File Type:pdf, Size:1020Kb

Phd and Mphil Thesis Classes Dise~noe implementaci´onde un juego online para la plataforma .NET Autor:Francisco Arsenio Espinosa B´ejar Director:Alberto Nu~nezCovarrubias Universidad Carlos III de Madrid Junio, 2009 ii Tabla de contenido ´Indice de figuras vii ´Indice de tablas xiii 1 Introducci´on 1 1.1 Objetivos . .2 1.1.1 Desarrollo de los elementos del entorno multimedia . .3 1.1.2 Desarrollo de la l´ogicade manejo de gr´aficos . .3 1.1.3 Desarrollo de la l´ogicadel juego . .3 1.1.4 Desarrollo de las comunicaciones . .3 1.1.5 Integraci´onde los distintos elementos . .4 1.1.6 Pruebas (testing) . .4 1.2 Estructura del documento . .4 2 Estado del arte 7 2.1 Modelado 3D . .8 2.2 Biblioteca de manejo de gr´aficos . 18 2.2.1 DIRECTX . 18 2.2.1.1 DIRECT3D . 21 2.2.2 OpenGL . 24 2.3 Motor de juegos . 28 2.4 Lenguaje de programaci´on. 35 2.5 Elecci´onde la tecnolog´ıapara las comunicaciones . 39 i TABLA DE CONTENIDO 3 An´alisis 49 3.1 Diagramas de clase . 49 3.1.1 Diagrama de clases de la parte servidor . 49 3.1.2 Diagrama de clases de la parte cliente . 49 3.2 Casos de uso . 51 3.3 Elecci´onde la tecnolog´ıaa utilizar . 70 3.3.1 Elecci´ondel programa de modelado . 70 3.3.2 Elecci´onde la biblioteca de manejo de gr´aficos . 70 3.3.3 Elecci´ondel motor de juego . 71 3.3.4 Elecci´ondel lenguaje de programaci´on. 72 3.3.5 Elecci´ondel mecanismo de comunicaci´on. 72 3.3.6 Elecci´ondel modelo de comunicaci´on. 73 3.4 Comunicaciones . 73 3.4.1 Introducci´ona la tecnolog´ıa.NET Remoting . 74 4 Dise~no 77 4.1 Reglas del partido . 77 4.1.1 Secuencia del partido . 78 4.1.1.1 Los estados del partido en la parte servidor y cliente . 80 4.1.1.2 La secuencia de un turno . 80 4.1.2 Formalizaci´onde las acciones . 82 4.2 Interfaces de usuario . 88 4.2.1 Pantalla de introducci´on. 88 4.2.2 Pantalla de bienvenida . 89 4.2.3 V3: Pantalla de recuperaci´onde contrase~na. 90 4.2.4 V4: Pantalla de nueva cuenta . 90 4.2.5 V5: Pantalla de problema al crear cuenta . 91 4.2.6 V6: Pantalla de cuenta creada . 92 4.2.7 V7: Pantalla de chat . 92 4.2.8 V8: Pantalla de ranking . 93 4.2.9 V9: Pantalla de estad´ısticasy equipo . 94 4.2.10 V10: Pantalla de espera de respuesta a la invitaci´on . 96 4.2.11 V11: Pantalla de invitaci´ona un partido . 97 ii TABLA DE CONTENIDO 4.2.12 V12: Pantalla de confirmaci´oncreaci´onde nuevo equipo . 97 4.2.13 V13: Pantalla de creaci´onde nuevo equipo . 98 4.2.14 V15: Pantalla de compra de jugadores . 98 4.2.15 V16: Pantalla de partido . 100 4.2.16 V17: Pantalla de resultado del partido . 100 4.2.17 V18: Pantalla de recaudaci´ondel partido . 101 4.2.18 V19: Pantalla de heridas . 101 4.2.19 V22: Pantalla de factor de hinchas resultante . 102 4.2.20 V23: Pantalla de compra de nuevos jugadores . 102 4.2.21 V24: Pantalla de valoraci´ondel equipo . 102 4.2.22 V27: Pantalla confirmaci´onde abandono de partida . 102 4.2.23 V28: Pantalla confirmaci´ondespido de jugador . 104 4.2.24 V29: Pantalla confirmaci´onsalir . 104 4.2.25 V30: Pantalla de datos de la cuenta . 104 4.2.26 V31: Pantalla de editar datos de la cuenta . 104 4.3 Persistencia de datos . 106 4.3.1 Persistencia de los datos de las razas . 106 4.3.2 Persistencia de los datos del usuario . 108 4.4 Formalizaci´ondel partido . 113 4.4.1 Formalizaci´onde la parte servidor . 113 4.4.2 Formalizaci´onde la parte cliente . 122 4.5 Dise~node las comunicaciones . 125 4.5.1 Participantes de la comunicaci´on . 125 4.5.2 Configuraci´onde .NET Remoting para las comunicaciones . 126 4.5.3 Servicios parte Servidora . 127 4.5.3.1 Servicios para los usuarios sin loguear . 127 4.5.3.2 Servicios para los usuarios logueados . 129 4.5.4 Servicios parte Cliente . 143 4.5.4.1 Servicios para los usuarios logueados . 143 4.5.5 Diagramas de interacci´onde los casos de uso . 150 4.5.5.1 Diagramas de interacci´onen el caso que el usuario est´e sin loguear . 151 iii TABLA DE CONTENIDO 4.5.5.2 Diagramas de interacci´onen el caso que el usuario est´e logueado . 151 4.5.6 Diagramas de interacci´onde las acciones del partido . 155 4.6 Dise~node los elementos 3D . 167 4.6.1 Herramientas de modelado . 167 4.6.2 Elementos a desarrollar . 170 4.6.3 T´ecnicautilizada para el modelado de los objetos 3D . 171 4.6.4 Generaci´onde las animaciones de los elementos . 175 4.6.5 Exportaci´onde los modelos 3D . 181 4.6.6 Testing . 183 5 Manual de instalaci´on 187 5.1 Instalaci´onde DirectX 9c . 187 5.2 Instalaci´onde .Net Framework 3.5 . 189 5.3 Instalaci´onde Windows Intaller 3.1 . 194 5.4 Instalaci´onde Mogre 1.4.6 . 195 5.5 Almacenamiento del c´odigoejecutable del juego . 197 5.5.1 Configurar las variables de entorno . 198 5.6 Almacenamiento de los modelos del juego . 200 5.7 Almacenamiento de los archivos de configuraci´on . 200 6 Manual de usuario 201 6.1 Crear nueva cuenta . 201 6.2 Solicitar una nueva contrase~na . 201 6.3 Entrar en el sistema . 201 6.4 Escribir un mensaje de Chat . 205 6.5 Ver las estad´ısticasdel equipo . 205 6.6 Crear un nuevo equipo . 207 6.7 Ver ranking de equipos . 209 6.8 Buscar un equipo en el ranking . 209 6.9 Ver datos personales . 209 6.10 Cambiar datos personales . 211 6.11 Invitar un jugador a jugar un partido . 211 6.12 Recibir invitaci´ona jugar un partido . 212 iv TABLA DE CONTENIDO 6.13 Salir del juego . 213 6.14 Pantalla del partido . 213 6.15 Colocar los jugadores . 213 6.16 Patada Inicial . 213 6.17 Realizar una acci´onde turno . 214 6.18 Mover un jugador . 216 6.19 Realizar un placaje . 216 6.20 Realizar un pase . 217 6.21 Recoger el bal´on . 217 6.22 Poner en pie un jugador derribado . 219 6.23 Girar un jugador aturdido . 219 6.24 Abandonar el partido . 219 7 Presupuesto 221 7.1 Desglose por fases del proyecto . 221 7.2 Salarios por categor´ıa . 223 7.3 Gastos de personal imputables al proyecto . 223 7.4 Recursos materiales empleados . 224 7.5 Gastos indirectos . 224 7.6 Resumen del presupuesto . 224 8 Conclusiones y trabajo futuro 227 8.1 Conclusiones . 227 8.2 Trabajo futuro . 228 Referencias y bibliograf´ıa 229 v TABLA DE CONTENIDO vi ´Indice de figuras 2.1 Space Invaders . .8 2.2 Bump Mapping . 13 2.3 Stencil Mapping . ..
Recommended publications
  • 3D Computer Graphics Compiled By: H
    animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between
    [Show full text]
  • Appendix: Graphics Software Took
    Appendix: Graphics Software Took Appendix Objectives: • Provide a comprehensive list of graphics software tools. • Categorize graphics tools according to their applications. Many tools come with multiple functions. We put a primary category name behind a tool name in the alphabetic index, and put a tool name into multiple categories in the categorized index according to its functions. A.I. Graphics Tools Listed by Categories We have no intention of rating any of the tools. Many tools in the same category are not necessarily of the same quality or at the same capacity level. For example, a software tool may be just a simple function of another powerful package, but it may be free. Low4evel Graphics Libraries 1. DirectX/DirectSD - - 248 2. GKS-3D - - - 278 3. Mesa 342 4. Microsystem 3D Graphic Tools 346 5. OpenGL 370 6. OpenGL For Java (GL4Java; Maps OpenGL and GLU APIs to Java) 281 7. PHIGS 383 8. QuickDraw3D 398 9. XGL - 497 138 Appendix: Graphics Software Toois Visualization Tools 1. 3D Grapher (Illustrates and solves mathematical equations in 2D and 3D) 160 2. 3D Studio VIZ (Architectural and industrial designs and concepts) 167 3. 3DField (Elevation data visualization) 171 4. 3DVIEWNIX (Image, volume, soft tissue display, kinematic analysis) 173 5. Amira (Medicine, biology, chemistry, physics, or engineering data) 193 6. Analyze (MRI, CT, PET, and SPECT) 197 7. AVS (Comprehensive suite of data visualization and analysis) 211 8. Blueberry (Virtual landscape and terrain from real map data) 221 9. Dice (Data organization, runtime visualization, and graphical user interface tools) 247 10. Enliten (Views, analyzes, and manipulates complex visualization scenarios) 260 11.
    [Show full text]
  • Appendix a Basic Mathematics for 3D Computer Graphics
    Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points.
    [Show full text]
  • Guide to Graphics Software Tools
    Guide to Graphics Software Tools Jim X. Chen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition Jim X. Chen Computer Graphics Laboratory George Mason University Mailstop 4A5 Fairfax, VA 22030 USA [email protected] ISBN: 978-1-84800-900-4 e-ISBN: 978-1-84800-901-1 DOI 10.1007/978-1-84800-901-1 British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2008937209 © Springer-Verlag London Limited 2002, 2008 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. Printed on acid-free paper Springer Science+Business Media springer.com Preface Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools.
    [Show full text]
  • Virtual Reality Software Taxonomy
    Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study.
    [Show full text]
  • Utilizing 3D Games Development Tool for Architectural Design in a Virtual Environment
    UTILIZING 3D GAMES DEVELOPMENT TOOL FOR ARCHITECTURAL DESIGN IN A VIRTUAL ENVIRONMENT Mohd Fairuz Shiratuddin The School of Construction The University of Southern Mississippi Hattiesburg, MS 39406 [email protected] http://www.fairuz.us Desmond Fletcher The School of Construction The University of Southern Mississippi Hattiesburg, MS 39406 [email protected] ABSTRACT – The Architectural Engineering Technology (AET) program at the School of Construction has been utilizing 3D games development tools in assisting the teaching and learning the development of Virtual Environment specifically for architectural design. The ACT450/550 – Virtual Reality Applications 1 course is offered to both undergraduate and graduate levels. The goals of the course are to introduce students to the next level of 3D visualization that is real-time Virtual Environment, and at the same time provide students the opportunity to acquire the skills in designing and modeling using cutting edge technology. In this paper, we discuss 1) 3D games development tools in terms of: CAD compatibility, high resolution real-time 3D visualization, the deployment cost for education, and 2) student feedback on using the BuildITC4 software that is developed based on the C4Engine games development tools. KEYWORDS: 3D game engine, 3D modeling, animation, architectural design, virtual environment 1 INTRODUCTION Current trend in the utilization of technology in the architectural field for design visualization requires a well- rounded architectural graduate; who is able to use and adapt technologies to solve day-to-day real-world design problems. Literature and various works in virtual environment (VE) have shown that 3D modeling and animation, and VE outweigh traditional 2D building representation where viewers are given enhanced visual, and to some extent manipulative and interactive three-dimensional models of the intended buildings (Burdea and Coiffet, 2003; Maher et al, 2003; Shiratuddin and Thabet, 2002; Cory, 2001; Pantelidis, 1997).
    [Show full text]
  • Game Engines for Interactive Collaborative Biomedical Visualizations
    Computer Science 780 Project Report Game Engines for Interactive Collaborative Biomedical Visualizations Andrew Gits Supervised by: Burkhard Wuensche Semester One 2005 Department of Computer Science University of Auckland Table of Contents 1 Abstract .................................................................................................................... 3 2 Introduction ............................................................................................................. 4 3 Background............................................................................................................. 5 3.1 Computer Game Graphics .....................................................................................5 3.2 Computer Games Architecture.............................................................................6 3.3 Existing Computer Game Engines.........................................................................7 3.3.1 Open Source Engines........................................................................................................8 3.3.2 Commercial Engines .........................................................................................................9 3.4 Existing game-based visualizations....................................................................11 3.5 Medical Visualizations............................................................................................13 3.5.1 VTK – Visualization Toolkit................................................................................................13
    [Show full text]
  • Focus on 3D Models.Pdf
    Y L F M A E T Team-Fly® Focus On 3D Models This page intentionally left blank Focus On 3D Models Evan Pipho © 2003 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo and related trade dress are trademarks of Premier Press and may not be used without written permission. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Acquisitions Editor: Mitzi Foster Koontz Project/Copy Editor: Kezia Endsley Technical Reviewer: Kelly Dempski Interior Layout: Danielle Foster Cover Designer: Mike Tanamachi Indexer: Kelly Talbot Proofreader: Jenny Davidson Wolfenstein, Doom, and Quake are copyrights of id Software. Half-Life is a copyright of VALVe Software. Unreal is a copyright of Epic MegaGames. The Descent series of games are copyrights of Parallax. MilkShape 3D was created by the chUmbaLum sOft company. Discreet is a division of Autodesk, Inc., 3d Studio Max, 3D Studio VIZ, Character Studio, Fire, Flame, Flint, Frost, Inferno, Lightscape, Smoke, Stream, and Wire are registered trademarks, and Discreet, 3ds Max, Backdraft, Combustion, Jobnet, and Sparks are trademarks of Autodesk, Inc., Discreet Logic Inc. in the USA and/or other countries. Mental ray is a registered trademark of mental images GmbH & Co. KG. Vecta3D-MAX is a trademark of IdeaWorks3D, Ltd. All other brand names, product names, or trademarks belong to their respective holders.
    [Show full text]
  • A Study on the Relationship Between Bump-Mapped Materials and Lighting Intensity in a Virtual Environment
    A STUDY OF USER PERCEPTIONS OF THE RELATIONSHIP BETWEEN BUMP-MAPPED AND NON-BUMP-MAPPED MATERIALS, AND LIGHTING INTENSITY IN A REAL-TIME VIRTUAL ENVIRONMENT SUBMITTED: January 2008 REVISED: July 2008 REVISED: November 2008 PUBLISHED: November 2008 at http://itcon.org/2008/38 EDITOR: John Messner Jason S. Breland, Graduate Research Assistant, School of Construction The University of Southern Mississippi Hattiesburg, MS 39406, USA [email protected] Mohd Fairuz Shiratuddin, Assistant Professor, School of Construction The University of Southern Mississippi Hattiesburg, MS 39406, USA [email protected] Kevin M. Kitchens, Graduate Research Assistant, School of Construction The University of Southern Mississippi Hattiesburg, MS 39406, USA [email protected] SUMMARY: The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and non- bump-mapped materials in different lighting conditions.
    [Show full text]
  • OGRE 3D Programming Pro
    CYAN YELLOW MAGENTA BLACK PANTONE 123 CV BOOKS FOR PROFESSIONALS BY PROFESSIONALS® THE EXPERT’S VOICE® IN OPEN SOURCE Companion eBook Available Pro OGRE 3D Programming Pro Dear Reader, 3D graphics should not be hard. OGRE 3D is a 3D graphics library that shares that sentiment. This book will teach you the essentials of leveraging OGRE 3D in your game or other 3D application, from obtaining and installing OGRE 3D OGRE 3D through advanced topics such as real-time shadows, exploring all of the major parts of OGRE 3D along the way (such as its powerful material management system). Pro I wrote this book to serve as a programming guide for the new OGRE 3D user, and the presentation is crafted to make it easy to grasp the high-level design philosophy of OGRE 3D as well as the low-level details you will need most as you learn how to develop with OGRE 3D. I find that the best way to introduce new concepts is to explain working examples, so plenty of practical code and script samples are analyzed to illustrate the topics being discussed. The book also discusses many best practices and gotchas, as well as points out common mistakes to avoid as you become proficient in your OGRE 3D coding skills. I hope that this book provides you the knowledge needed to become produc- OGRE 3D tive with OGRE 3D quickly. Learning a powerful API can be a daunting task without a capable navigational aid, and this book serves as that aid for learning OGRE 3D: it will become an indispensable addition to your technical bookshelf! Gregory Junker Programming Programming
    [Show full text]
  • Veritas Information Map User Guide
    Veritas Information Map User Guide November 2017 Veritas Information Map User Guide Last updated: 2017-11-21 Legal Notice Copyright © 2017 Veritas Technologies LLC. All rights reserved. Veritas and the Veritas Logo are trademarks or registered trademarks of Veritas Technologies LLC or its affiliates in the U.S. and other countries. Other names may be trademarks of their respective owners. This product may contain third party software for which Veritas is required to provide attribution to the third party (“Third Party Programs”). Some of the Third Party Programs are available under open source or free software licenses. The License Agreement accompanying the Software does not alter any rights or obligations you may have under those open source or free software licenses. Refer to the third party legal notices document accompanying this Veritas product or available at: https://www.veritas.com/about/legal/license-agreements The product described in this document is distributed under licenses restricting its use, copying, distribution, and decompilation/reverse engineering. No part of this document may be reproduced in any form by any means without prior written authorization of Veritas Technologies LLC and its licensors, if any. THE DOCUMENTATION IS PROVIDED "AS IS" AND ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. VERITAS TECHNOLOGIES LLC SHALL NOT BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH THE FURNISHING, PERFORMANCE, OR USE OF THIS DOCUMENTATION. THE INFORMATION CONTAINED IN THIS DOCUMENTATION IS SUBJECT TO CHANGE WITHOUT NOTICE.
    [Show full text]
  • Software Suggestions Here Are Some Software Suggestions
    Software suggestions Here are some software suggestions compiled from Global Game Jam and other sites with some of our additions. It is highly recommended that you install and try out the tools before the actual game jam. You are of course free to use any kind of software you want to; just remember that all the games made in the game jam are uploaded to GGJ site have to be under Creative Commons license*. Programming environments Bloodshed Dev-C + + http://www.bloodshed.net/devcpp.html The complete programming environment for C++ using gcc compiler. Eclipse http://www.eclipse.org/ The complete programming environment primarily intended to develop Java applications. It can however be used for development in another programming language. Flash Develop http://www.flashdevelop.org/wikidocs/index.php?title=Main_Page The programming environment for developing Flash applications .. Microsoft Visual Studio 2010 Express Products http://www.microsoft.com/express/Downloads/ Visual Studio 2010 Express products are a free set of tools for building applications for the cloud, desktop, phone and the web. NetBeans IDE 6.9 http://netbeans.org/ The complete programming environment for developing Java applications. Editors, engines, frameworks 2D Boy Rapid Prototyping Framework http://2dboy.com/2009/05/27/rapid-prototyping-framework/ Adobe Flash http://www.adobe.com/products/flash/ Flash is a multimedia platform. There is a free trial available on the website. Box2D http://www.box2d.org/ Box2D is an open source C++ engine for simulating rigid bodies in 2D. Construct http://www.scirra.com Open-source tool / design environment for developing games (easy as GameMaker, but technologically more).
    [Show full text]