Re-Purposing Commercial Entertainment Software for Military Use
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Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination
Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination Igor Aherne, Richard Davison, Gary Ushaw and Graham Morgan School of Computing, Newcastle University, Newcastle upon Tyne, U.K. [email protected] Keywords: Global Illumination, Voxels, Real-time Rendering, Lighting. Abstract: The enhancement of 3D scenes using indirect illumination brings increased realism. As indirect illumination is computationally expensive, significant research effort has been made in lowering resource requirements while maintaining fidelity. State-of-the-art approaches, such as voxel cone tracing, exploit the parallel nature of the GPU to achieve real-time solutions. However, such approaches require bespoke GPU code which is not tightly aligned to the graphics pipeline in hardware. This results in a reduced ability to leverage the latest dedicated GPU hardware graphics techniques. In this paper we present a solution that utilises GPU supported sparse 3D texture maps. In doing so we provide an engineered solution that is more integrated with the latest GPU hardware than existing approaches to indirect illumination. We demonstrate that our approach not only provides a more optimal solution, but will benefit from the planned future enhancements of sparse 3D texture support expected in GPU development. 1 INTRODUCTION bounces with minimal reliance on the specifics of the original 3D mesh in the calculations (thus achieving The realism of a rendered scene is greatly enhanced desirable frame-rates almost independent of the com- by indirect illumination - i.e. the reflection of light plexity of the scene). The approach entails represent- from one surface in the scene to another. -
Haxe Game Development Essentials
F re e S a m p le Community Experience Distilled Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine Jeremy McCurdy In this package, you will find: The author biography A preview chapter from the book, Chapter 1 'Getting Started' A synopsis of the book’s content More information on Haxe Game Development Essentials About the Author Jeremy McCurdy is a game developer who has been making games using ActionScript, C#, and Haxe for over four years. He has developed games targeted at iOS, Android, Windows, OS X, Flash, and HTML5. He has worked on games that have had millions of gameplay sessions, and has built games for many major North American television networks. He is the games technical lead at REDspace, an award-winning interactive studio that has worked for some of the world's largest brands. They are located in Nova Scotia, Canada, and have been building awesome experiences for 15 years. Preface Developing games that can reach a wide audience can often be a serious challenge. A big part of the problem is fi guring out how to make a game that will work on a wide range of hardware and operating systems. This is where Haxe comes in. Over the course of this book, we'll look at getting started with Haxe and the HaxeFlixel game engine, build a side-scrolling shooter game that covers the core features you need to know, and prepare the game for deployment to multiple platforms. After completing this book, you will have the skills you need to start producing your own cross-platform Haxe-driven games! What this book covers Chapter 1, Getting Started, explains setting up the Haxe and HaxeFlixel development environment and doing a quick Hello World example to ensure that everything is working. -
Parallel Space-Time Kernel Density Estimation
Parallel Space-Time Kernel Density Estimation Erik Saule†, Dinesh Panchananam†, Alexander Hohl‡, Wenwu Tang‡, Eric Delmelle‡ † Dept. of Computer Science, ‡Dept. of Geography and Earth Sciences UNC Charlotte Charlotte, NC, USA Email: {esaule,dpanchan,ahohl,wtang4,eric.delmelle}@uncc.edu Abstract—The exponential growth of available data has these can be constructed, data scientists need to interactively increased the need for interactive exploratory analysis. Dataset visualize and explore the data to understand its structure. can no longer be understood through manual crawling and In this paper, we present the space-time kernel density simple statistics. In Geographical Information Systems (GIS), the dataset is often composed of events localized in space and estimation application which essentially builds a 3D density time; and visualizing such a dataset involves building a map map of events located in space and time. This problem is of where the events occurred. computationally expensive using existing algorithms. That We focus in this paper on events that are localized among is why we developed better sequential algorithms for this three dimensions (latitude, longitude, and time), and on com- problem that reduced the complexity by orders of magnitude. puting the first step of the visualization pipeline, space-time kernel density estimation (STKDE), which is most computa- And to bring the runtime in the realm of near real-time, we tionally expensive. Starting from a gold standard implementa- designed parallel strategies for shared memory machines. tion, we show how algorithm design and engineering, parallel Section II presents the STKDE application along with a decomposition, and scheduling can be applied to bring near reference implementation that uses a voxel-based algorithm real-time computing to space-time kernel density estimation. -
Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
Springer Top Titles in Natural Sciences & Engineering
ABC springer.com Springer Top Titles in Natural Sciences & Engineering New Book Information FIRST QUARTER 2013 ABC springer.com Available The Reorientation of Higher Education ISBN 978-94-007-5847-6 Challenging the East-West Dichotomy 2013. IX, 314 p. 5 illus. (CERC Studies B. Adamson, Hong Kong Institute of Education, China; J. Nixon, University of Sheffield, UK; in Comparative Education, Volume 31) F. Su, Liverpool Hope University, UK (Eds) Hardcover Features 7 € 129,95 | £117.00 7 Focusses on the nature of, and conditions necessary for, the transformation 7 * € (D) 139,05 | € (A) 142,94 | sFr 173,00 of higher education Bookstore Location 7 Exemplifies the complexities of the process of institutional change across Education regional, national and continental divides 7 Challenges the notion of an East-West dichotomy in institutional Fields of interest repositionings International and Comparative Education; Higher Education; Educational Policy and This book presents accounts of the repositioning of higher education institutions across a range Politics of contexts in the East and the West. It argues that global governance, institutional organisation and academic practice are complementary elements within the process of institutional Target groups repositioning. While systems, institutions and individuals in the different contexts are subjected Research to similar global trends and pressures, the reorientation of higher education takes diverse forms Product category as a result of the particularities of those contexts. That reorientation cannot be explained in terms of East-West dichotomies and divisions, but only with reference to the interflow across and Contributed volume within systems. Globalisation necessitates complex interconnectivities of regionality, culture and geopolitics that this book explores in relation to specific cases and contexts. -
Building a Java First-Person Shooter
3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course. -
Ank Register Volume Lxvix, No
ANK REGISTER VOLUME LXVIX, NO. 11. RED BANK, N. J., THURSDAY, SEPTEMBER 5,1946. SECTION ONE—PAGES 1 TO ll Gold Wrist Watch Eisner Company To Preach His JCP & L Treasurer Present Race Prizes Gift To Rector River Plaza Roads At tbe close of last Sunday morn- Has Jobs Open j Final Sermons Ing's service at St. John's, chapel. At M.B.C. Dance Little Sliver, Rev. Robert H. An- For 160 Veterans At St. George's Resurfaced Gtatii derson received a gold wrist watch in appreciation of his tbree years of service at tbe chapel. New Program For Rev. H. Fairfield Butt, Janet Boynton Is Awarded The gift was presented by Dan- Edwin H. Brasch Pays $1,400 iel S. Weigand on behalf of the ves- G. I.'s Now In III, Will Say Farewell Good Sportsmanship Trophy try and congregation and carried To McDowell Firm For Work with it their very best wishes. A Full Operation To Rumson Sunday large bouquet of gladioli was sent Highlighting the presentation ol As the result of an Investigation jor portion of the county's roft&i to Mrs. Anderson by members of Slgmund Eisner company planta prizes won In the Monmouth Boat Rev. H. Falrfleld Butt, Jd, 'rec- by The Register, Edwin H. Brasch work, had completed a the altar guild. in Red Bank, Freehold, Keansburg club season's sailboat races, which tor of St. George's-by-the-Rlver, will of Nutswamp road, Middletown made job at River Plaza. Mr,; Highlands Asks The rector has assumed his new and South Amlboy have immediate took place Monday night at a danc hold his final service in Rumson township, Monmouth county rood Parkes knew nothing about duties at Trinity Episcopal church, openings for 160 World war 2 vet- given tbe eklppera and crews a next Sunday, September 8. -
Introducing 2D Game Engine Development with Javascript
CHAPTER 1 Introducing 2D Game Engine Development with JavaScript Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet. A game engine relieves the game developers from simple routine tasks such as decoding specific key presses on the keyboard, designing complex algorithms for common operations such as mimicking shadows in a 2D world, and understanding nuances in implementations such as enforcing accuracy tolerance of a physics simulation. Commercial and well-established game engines such as Unity, Unreal Engine, and Panda3D present their systems through a graphical user interface (GUI). Not only does the friendly GUI simplify some of the tedious processes of game design such as creating and placing objects in a level, but more importantly, it ensures that these game engines are accessible to creative designers with diverse backgrounds who may find software development specifics distracting. -
October 1998
OCTOBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN It’s First and Goal for EDITOR IN CHIEF Alex Dunne [email protected] MANAGING EDITOR Tor D. Berg [email protected] Fantasy Sports DEPARTMENTS EDITOR Wesley Hall whall@mfi.com his fall, as the leaves turn success stories. Unlike the traditional ART DIRECTOR Laura Pool lpool@mfi.com shades of orange and the days studio’s royalty revenue model, SWS has EDITOR-AT-LARGE Chris Hecker grow shorter, one of the two revenue streams: a two-year licens- [email protected] largest, most massively multi- ing agreement to develop more than 40 CONTRIBUTING EDITORS Jeff Lander T [email protected] player games picks up steam and sucks online games for CNN/SI (http://base- in participants. It’s a role-playing game ball.cnnsi.com), plus revenue from ban- Mel Guymon [email protected] that draws tens of thousands (gads, ner advertising displayed on the CNN/SI Omid Rahmat probably more) of players, and if my game’s web pages, which garner 50 mil- [email protected] predictions are right, it will be one of lion page views per month. Surprisingly, ADVISORY BOARD Hal Barwood the most popular attractions on the and in contrast to most commercial fan- Noah Falstein eventual TV set-top box. I’m talking tasy leagues, some of the CNN/SI Brian Hook about fantasy football leagues. leagues are free for participants and Susan Lee-Merrow It’s taken quite a bit of time for me to offer cash prizes for winners. These are Mark Miller 2 accept the fact that fantasy league sports the guppy leagues which, hopefully, (there are also fantasy leagues for base- entice the most enthusiastic players to COVER IMAGE Epic MegaGames ball, hockey, and perhaps even pro join the premiere leagues for $15. -
Resume / Cover Letter / Sample Code Updated May 2009
http://www.enigmasoftware.ca/henry/Resume2009.html Resume / Cover Letter / Sample Code Updated May 2009 Henry Smith [email protected] home: (780) 642-2822 Available September 2009 cell: (780) 884-7044 15 people have recommended Henry Currently in: Edmonton, AB Canada Objective Senior programmer position at a world-class game development studio Interested in GUI programming/design, rapid prototyping, scripting languages, and engine architecture Skills Eight years of game industry experience, plus many more as a hobbyist Expert C++/C programmer Development experience on PC, Mac, Console, Handheld, and Flash platforms Published indie/shareware developer Languages Expert in C++/C, ActionScript 2 Familiar with Ruby, Python, Lua, JavaScript, UnrealScript, XML Exposure to various teaching languages (Scheme, ML, Haskell, Eiffel, Prolog) Tech Familiar with Scaleform GFx, Flash, Unity, STL, Boost, Perforce Exposure to Unreal Engine, NetImmerse/Gamebryo, iPhone, OpenGL Experience BioWare Senior GUI programmer on Dragon Age: Origins Senior Programmer Architected and maintained a GUI framework in C++ and Flash/ActionScript used for all game UI Edmonton, AB Canada Mentored a junior programmer 2004—present Spearheaded a “Study Lunch” group for sharing technical knowledge and expertise Member of the (internal) Technology Architecture Group Worked with many aspects of the game engine including: graphics, input, game-rules, scripting, tools Irrational Games Designed and built several major game systems for a PS2 3rd-person action title, using C++, -
Game Engine Licensing Will Also Cut Down the Development Time, Which Is Good for the Project Funding
Helsinki School of Economics and Business Administration ABSTRACT Department of Economics - Technology Management and Policy Master’s Thesis July 31, 2000 Jens Wilke SOFTWARE LICENSING IN INTERACTIVE ENTERTAINMENT INDUSTRY Research Problem and Objectives of the Study The objective of the study is to study licensing of software development tools in the interactive entertainment industry. First objective was to find a market model describing the industry. Second objective was to study how well tools like game theory used in industrial economics could be applied in this industry branch. Additional points of interest were company strategies, especially including the aspects of technology leadership and product pricing. A study was conducted in order to find out, if discriminatory pricing practices were used in the industry. Data and Methodology The work began with an overall study of the industry in order to find out the industry characteristics. Many of the assumed facts originate from the openly published interviews of the prominent developers, and some of the information came directly from personal interviews or communication via email. One problem in the study was that pricing and licensing information wasn’t very easily available. This was due to the fact that many companies considered that as sensitive information and weren’t willing to disclose their pricing strategy. At the end of this work a case considering the Finnish company Hybrid Holding Ltd. was conducted. Interviews and studies using several Internet search engines and screenings of Internet news groups were used to study Hybrid’s position in the industry. As the industry is young and in constant change, unfortunately no larger amounts of data could be gathered in order to study the market using statistic tools or to apply models game theory. -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards.