Creating Physics Aware Games Using Pygame and Pyode
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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
Rifle Hunting
TABLE OF CONTENTS Hunting and Outdoor Skills Member Manual ACKNOWLEDGEMENTS A. Introduction to Hunting 1. History of Hunting 5 2. Why We Hunt 10 3. Hunting Ethics 12 4. Hunting Laws and Regulations 20 5. Hunter and Landowner Relations 22 6. Wildlife Management and the Hunter 28 7. Careers in Hunting, Shooting Sports and Wildlife Management 35 B. Types of Hunting 1. Hunting with a Rifle 40 2. Hunting with a Shotgun 44 3. Hunting with a Handgun 48 4. Hunting with a Muzzleloading 51 5. Bowhunting 59 6. Hunting with a Camera 67 C. Outdoor and Hunting Equipment 1. Use of Map and Compass 78 2. Using a GPS 83 3. Choosing and Using Binoculars 88 4. Hunting Clothing 92 5. Cutting Tools 99 D. Getting Ready for the Hunt 1. Planning the Hunt 107 2. The Hunting Camp 109 3. Firearm Safety for the Hunter 118 4. Survival in the Outdoors 124 E. Hunting Skills and Techniques 1. Recovering Game 131 2. Field Care and Processing of Game 138 3. Hunting from Stands and Blinds 144 4. Stalking Game Animals 150 5. Hunting with Dogs 154 F. Popular Game Species 1. Hunting Rabbits and Hares 158 2. Hunting Squirrels 164 3. Hunting White-tailed Deer 171 4. Hunting Ring-necked Pheasants 179 5. Hunting Waterfowl 187 6. Hunting Wild Turkeys 193 2 ACKNOWLEDGEMENTS The 4-H Shooting Sports Hunting Materials were first put together about 25 years ago. Since that time there have been periodic updates and additions. Some of the authors are known, some are unknown. Some did a great deal of work; some just shared morsels of their expertise. -
Python Programming
Python Programming Wikibooks.org June 22, 2012 On the 28th of April 2012 the contents of the English as well as German Wikibooks and Wikipedia projects were licensed under Creative Commons Attribution-ShareAlike 3.0 Unported license. An URI to this license is given in the list of figures on page 149. If this document is a derived work from the contents of one of these projects and the content was still licensed by the project under this license at the time of derivation this document has to be licensed under the same, a similar or a compatible license, as stated in section 4b of the license. The list of contributors is included in chapter Contributors on page 143. The licenses GPL, LGPL and GFDL are included in chapter Licenses on page 153, since this book and/or parts of it may or may not be licensed under one or more of these licenses, and thus require inclusion of these licenses. The licenses of the figures are given in the list of figures on page 149. This PDF was generated by the LATEX typesetting software. The LATEX source code is included as an attachment (source.7z.txt) in this PDF file. To extract the source from the PDF file, we recommend the use of http://www.pdflabs.com/tools/pdftk-the-pdf-toolkit/ utility or clicking the paper clip attachment symbol on the lower left of your PDF Viewer, selecting Save Attachment. After extracting it from the PDF file you have to rename it to source.7z. To uncompress the resulting archive we recommend the use of http://www.7-zip.org/. -
THE 2003 Editionlinux
SUBSCRIBE or renew your subscription to APC for your chance to WIN the new Alfa 156 JTS, valued at over $54,000 Only $65 for 12 issues THE 2003 edition linux POCKETBOOK Subscribe ... www.apcmag.com Online at magshop.com.au or Call 13 61 16 Authorised under NSW Permit No. L02/09075 VIC: 02/2531 SA: T02/3553 ACT: TP02/3650 NT: NT02/3286 For terms and conditions refer to www.xmas.magshop.au. Expiry date: 24/12/02 Contents CHAPTER 1 Customising Gnome 57 CHAPTER 6 Editorial INTRODUCTION 11 Exploring KDE 60 WORKING WITH WINDOWS 131 The origins of the Customising KDE 64 What about Windows? 132 Welcome back to The Linux Pocketbook 2003 edition! penguin 12 Windows connectivity 138 Many of you will probably remember the original print ver- CHAPTER 4 sions of The Linux Pocketbook on newsstands across the country. Why Linux? 18 Basic security 145 The original versions sold so well that we ran out of copies. We’ve The ways of the world 20 USING LINUX 67 had countless requests for reprints, so we’ve decided to bundle the Connecting to the Net 68 CHAPTER 7 entire book into this single resource. This version of the pocketbook relies heavily on Mandrake Linux 9.0 or Red Hat 8.0. Both were CHAPTER 2 Applications 71 PLAYING WITH LINUX 151 released late in 2002, and can be easily found for sale at www.everyth INSTALLING LINUX 21 Conjuring Linux 75 Linux multimedia 152 inglinux.com.au, or for download from either mandrakelinux.com or First published December 2000. -
Reinforcement Learning for Manipulation of Collections of Objects Using Physical Force fields
Bachelor’s thesis Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Control Engineering Reinforcement learning for manipulation of collections of objects using physical force fields Dominik Hodan Supervisor: doc. Ing. Zdeněk Hurák, Ph.D. Field of study: Cybernetics and Robotics May 2020 ii BACHELOR‘S THESIS ASSIGNMENT I. Personal and study details Student's name: Hodan Dominik Personal ID number: 474587 Faculty / Institute: Faculty of Electrical Engineering Department / Institute: Department of Control Engineering Study program: Cybernetics and Robotics II. Bachelor’s thesis details Bachelor’s thesis title in English: Reinforcement learning for manipulation of collections of objects using physical force fields Bachelor’s thesis title in Czech: Posilované učení pro manipulaci se skupinami objektů pomocí fyzikálních silových polí Guidelines: The goal of the project is to explore the opportunities that the framework of reinforcement learning offers for the task of automatic manipulation of collections of objects using physical force fields. In particular, force fields derived from electric and magnetic fields shaped through planar regular arrays of 'actuators' (microelectrodes, coils) will be considered. At least one of the motion control tasks should be solved: 1. Feedback-controlled distribution shaping. For example, it may be desired that a collection of objects initially concentrated in one part of the work arena is finally distributed uniformly all over the surface. 2. Feedback-controlled mixing, in which collections objects of two or several types (colors) - initially separated - are blended. 3. Feedback-controlled Brownian motion, in which every object in the collection travels (pseudo)randomly all over the surface. Bibliography / sources: [1] D. -
The Kilobot Gym
The Kilobot Gym Gregor H.W. Gebhardt1 and Gerhard Neumann2 Abstract— Simulation is a crucial tool when learning control policies for robotic systems. The evaluation of a control policy is a recurring task in most learning algorithms which can be significantly sped up when using a simulation instead of the real system. This improvement in learning speed becomes even more significant when working with robot swarms which usually operate rather slow and need to be tediously initialized by hand. In this paper, we present a novel simulator for swarm Fig. 1. Left: a scene with a small swarm of Kilobots with an object in the robotics. Our simulator is inspired by the Kilobot platform and background. Right: a swarm of Kilobots in our simulation framework with builds on the OpenAI gym. This allows to evaluate a wide range with four square objects. of learning algorithms using a unified interface for controlling the swarm. The code of our simulation framework is available at [3]. time step. The implementation uses JavaScript embedded in HTML files which results in code that is hard to use for I. INTRODUCTION programmatic evaluations and, furthermore, the reusability Learning the parameters of a control policy is usually of JavaScripts without any modularity goes towards zero. an iterative process of evaluating the parameters on the Another approach to simulate a swarm of Kilobots is to system and improving the parameters based on the evaluation use the robot simulator V-REP [6]. The simulations are results. In robotics, the most time consuming task is often the performed in 3D, where the user can select between different evaluation of the parameters on a real robotic system. -
Exploiting Traditional Gameplay Characteristics to Enhance Digital Board Games
Exploiting traditional gameplay characteristics to enhance digital board games Fulvio Frapolli∗, Apostolos Malatras∗ and Beat´ Hirsbrunner∗ ∗Department of Informatics University of Fribourg, Switzerland Email: name.surname @unifr.ch { } Abstract—Computer enhanced board and card games consti- population of board game players and human-computer inter- tute a highly engaging and entertaining activity as attested by action experts [7]. Additionally, the key role that the players their widespread popularity and the large amount of dedicated have in the physical environment in modifying game aspects players. Nonetheless, when considering these digital counterparts of traditional board games it becomes evident that certain to increase their level of enjoyment, as highlighted in [8], features of the latter, such as the flexibility of games and the should not be neglected. In this respect, when shifting to the inherent social interactions that regard the player as an active digital environment end-user involvement, namely the ability participant and not merely as the end-user of a product, have of players with basic programming skills (i.e. understanding been in general neglected. In particular, the ability to customize of fundamental concepts of algorithmics, such as if . then and adapt games according to the players’ needs is one of the key factors of their success and should thus not be ignored when . else constructs or for loops) to customize a board game, porting them to the digital environment. In this paper we present should be strongly promoted. our work on a holistic framework titled FLEXIBLERULES that In order to achieve these goals, we present here the FLEXI- addresses these limitations by bringing the intrinsic flexibility BLERULES framework which enables runtime modification of of board games played in the traditional environment into the all aspects of a game in a straightforward manner. -
Linux Games Page 1 of 7
Linux Games Page 1 of 7 Linux Games INTRODUCTION such as the number of players and the size of the map, then you start the game. Once the game is running clients may Hello. My name is Andrew Howlett. I've been using Linux join the game. Clients connect to the game using TCP/IP, since 1997. In 2000 I cutover to Linux for all my projects, so it is very easy to play multi-player games over the except I dual-booted Windows to play games. I like to play Internet. Like many Free games, clients are available for computer games. About a year ago I stopped dual booting. many platforms, including Windows, Amiga and Now I play computer games under Linux. The games I Macintosh. So there are lots of players out there. If you play can be divided into four groups: Free Games, native don't want to play against other humans, then Freeciv linux commercial games, Windows Emulated games, and includes some nasty AIs. Win4Lin enabled games. This presentation will demonstrate games from each of these four groups. BZFlag Platform BZFlag is a tank combat game along the same lines as the old BattleZone game. Like FreeCiv, BZFlag uses a client/ Before I get started, a little bit about my setup so you can server architecture over TCP/IP networks. Unlike FreeCiv, relate this to whatever you are running. This is a P3 900 the game contains no AIs – you must play this game MHz machine. It has a Crystal Sound 4600 sound card and against other humans (? entities ?) over the Internet. -
Software Design for Pluggable Real Time Physics Middleware
2005:270 CIV MASTER'S THESIS AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan Göransson Luleå University of Technology MSc Programmes in Engineering Department of Computer Science and Electrical Engineering Division of Computer Science 2005:270 CIV - ISSN: 1402-1617 - ISRN: LTU-EX--05/270--SE AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan GÄoransson Department of Computer Science and Electrical Engineering, LuleºaUniversity of Technology, [email protected] October 27, 2005 Abstract This master's thesis proposes a software design for a real time physics appli- cation programming interface with support for pluggable physics middleware. Pluggable means that the actual implementation of the simulation is indepen- dent and interchangeable, separated from the user interface of the API. This is done by dividing the API in three layers: wrapper, peer, and implementation. An evaluation of Open Dynamics Engine as a viable middleware for simulating rigid body physics is also given based on a number of test applications. The method used in this thesis consists of an iterative software design based on a literature study of rigid body physics, simulation and software design, as well as reviewing related work. The conclusion is that although the goals set for the design were ful¯lled, it is unlikely that AgentPhysics will be used other than as a higher level API on top of ODE, and only ODE. This is due to a number of reasons such as middleware speci¯c tools and code containers are di±cult to support, clash- ing programming paradigms produces an error prone implementation layer and middleware developers are reluctant to port their engines to Java. -
PDF Download Learning Cocos2d
LEARNING COCOS2D : A HANDS-ON GUIDE TO BUILDING IOS GAMES WITH COCOS2D, BOX2D, AND CHIPMUNK PDF, EPUB, EBOOK Rod Strougo | 640 pages | 28 Jul 2011 | Pearson Education (US) | 9780321735621 | English | New Jersey, United States Learning Cocos2D : A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk PDF Book FREE U. With the introduction of iOS5, many security issues have come to light. You will then learn to add scenes to the game such as the gameplay scene and options scene and create menus and buttons in these scenes, as well as creating transitions between them. Level design and asset creation is a time consuming portion of game development, and Chipmunk2D can significantly aid in creating your physics shapes. However, they are poor at providing specific, actionable data that help game designers make their games better for several reasons. The book starts off with a detailed look at how to implement sprites and animations into your game to make it livelier. You should have some basic programming experience with Objective-C and Xcode. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. The user controls an air balloon with his device as it flies upwards. We will create a game scene, add background image, player and enemy characters. Edward rated it really liked it Aug 13, Marketing Pearson may send or direct marketing communications to users, provided that Pearson will not use personal information collected or processed as a K school service provider for the purpose of directed or targeted advertising. -
How to Install Pygame for Python 3 Pygame Is a Set of Python Modules Designed for Writing Games
How to install PyGame for Python 3 PyGame is a set of python modules designed for writing games. It uses the SDL library to allow you to create games and multimedia programs in Python. PyGame is highly portable and runs on nearly every platform and operating system. The SDL library, or Simple DirectMedia Layer is a development library written in C that provides low-level access to audio, keyboard, mouse, joystick and graphics hardware. PyGame is what allows us to use SDL with Python. Python install If you don’t already have Python3 installed download it from http://www.python.org/downloads/ Make sure you pick the correct installer for your computer, e.g. Windows x86 or Windows x64 or Mac, etc. When running the installer it should place the installation in the default location, for Python3 version 3.4 on Windows this is: C:\python34 On Mac OSX it is: /usr/local/bin/python On Windows, make sure Python is added to the system path by opening the command prompt ( + R, ‘cmd’) and type set path=%path%;C:\python34 Where 34 is equal to your Python 3 version number. Check the Python 3 install To check that Python has installed correctly open the command prompt or terminal and simply type python If this causes an error, then Python has not installed correctly. If it does not, you should see a new python prompt that looks like this: >>> To exit the Python prompt, press Ctrl + z, then press the Enter key. Then exit the command prompt or terminal. If you chose you can install a Python IDE or Python editor at this point, before continuing on.