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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
Master Thesis
Faculty of Computer Science and Management Field of study: COMPUTER SCIENCE Specialty: Information Systems Design Master Thesis Multithreaded game engine architecture Adrian Szczerbiński keywords: game engine multithreading DirectX 12 short summary: Project, implementation and research of a multithreaded 3D game engine architecture using DirectX 12. The goal is to create a layered architecture, parallelize it and compare the results in order to state the usefulness of multithreading in game engines. Supervisor ...................................................... ............................ ……………………. Title/ degree/ name and surname grade signature The final evaluation of the thesis Przewodniczący Komisji egzaminu ...................................................... ............................ ……………………. dyplomowego Title/ degree/ name and surname grade signature For the purposes of archival thesis qualified to: * a) Category A (perpetual files) b) Category BE 50 (subject to expertise after 50 years) * Delete as appropriate stamp of the faculty Wrocław 2019 1 Streszczenie W dzisiejszych czasach, gdy społeczność graczy staje się coraz większa i stawia coraz większe wymagania, jak lepsza grafika, czy ogólnie wydajność gry, pojawia się potrzeba szybszych i lepszych silników gier, ponieważ większość z obecnych jest albo stara, albo korzysta ze starych rozwiązań. Wielowątkowość jest postrzegana jako trudne zadanie do wdrożenia i nie jest w pełni rozwinięta. Programiści często unikają jej, ponieważ do prawidłowego wdrożenia wymaga wiele pracy. Według mnie wynikający z tego wzrost wydajności jest warty tych kosztów. Ponieważ nie ma wielu silników gier, które w pełni wykorzystują wielowątkowość, celem tej pracy jest zaprojektowanie i zaproponowanie wielowątkowej architektury silnika gry 3D, a także przedstawienie głównych systemów używanych do stworzenia takiego silnika gry 3D. Praca skupia się na technologii i architekturze silnika gry i jego podsystemach wraz ze strukturami danych i algorytmami wykorzystywanymi do ich stworzenia. -
GWT + HTML5 Can Do What? (Google I/O 2010)
GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace -
On Liberty It’S Our Best Best Of
On Liberty It’s Our Best Best of... Issue Ever A guide to the city’s top Sights Entertainment Restaurants Bars Important Health Warning About Playing Video Games Table of Contents Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain 02 Installation visual images, including flashing lights or patterns that may appear in video games. 04 Game Controls Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching 08 Letter from the Editor video games. 10 Places Best Sights These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, 12 Entertainment Best Place to Chill confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking 14 Restaurants Best Burger nearby objects. 16 Bars Best Brew Immediately stop playing and consult a doctor if you experience any of these 18 Feature Dating in the City symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these 20 Technology Top Gadgets seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well- 22 Credits lit room; and do not play when you are drowsy or fatigued. 32 Warranty If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. -
Mckinsey Quarterly 2015 Number 4.Pdf
2015 Number 4 Copyright © 2015 McKinsey & Company. All rights reserved. Published since 1964 by McKinsey & Company, 55 East 52nd Street, New York, New York 10022. Cover illustration by Vasava McKinsey Quarterly meets the Forest Stewardship Council (FSC) chain-of- custody standards. The paper used in the Quarterly is certified as being produced in an environ- mentally responsible, socially beneficial, and economi- cally viable way. Printed in the United States of America. 2015 Number 4 This Quarter It’s almost a truism these days to say that modern corporations must be agile. The pace of industry disruption arising from the digital revolution, combined with nimble, new competitors—including many from emerging markets—have raised the cost of complacency and rigidity. But what does it mean to achieve agility? This issue’s cover package tries to answer that question, starting with intriguing new McKinsey research. Using data from McKinsey’s Organizational Health Index, Michael Bazigos, Aaron De Smet, and Chris Gagnon show how organizations that combine speed with stability are far likelier to be healthy than companies that simply move fast. The utility sector is a striking example of one industry that needs to combine flexibility and stability. Although digital competitors, new data-based business models, and renewable-energy sources are changing the landscape in certain markets, the industry’s sprawl- ing base of heavy assets remains core to its future. Sven Heiligtag and his colleagues Dominik Luczak and Eckart Windhagen describe how a number of leading utilities are trying to straddle these two worlds, suggesting some lessons for companies in other sectors. -
Hydrax-Manual
BCI The game "Hydrax" is a new concept in Adventure Games. It seeks to combine the best features of an Adventure Game with the action and graphics of an Arcade Game. As an adventurer you will be required to solve puzzles and riddles while exploring a vast underground world in your quest to find and defeat Hydrax. As an arcader you will use a joystick to control the hero and to fight various unfriendly creatures which inhabit the cave. The game is played in two ways, by means of the joystick, when fast action to defeat an enemy is required, and by typed commands if a more thoughtful solution is required. Pressing the space bar on the computer will freeze all action and allow you to type in a command. Commands may be single words or sentences. e.g. (i) LOOK-will tell you about the room (ii) OFFER 10 GOLD PIECES TO WITCH SOME USE.FUL COMMANDS INVENTORY - tells what you are currently carrying and how many life points you have left. SAVE GAME - saves game to disk (see note). EXITS FROM CAVERN The exits are left, right, back, front, up, and down. A cavern may have only one exit or any combination of six. All exits are normally visible on the screen except the front. The joystick can be used to walk through a left or right exit. JOYSTICK The joystick is used for walking, jumping, ducking, swimming and fighting. To fight you must carry a sword. Press fire button and direction of the joystick will point the sword. -
Collaborative Design: Integrating Game Engine to Online Interactive Presentation Tool
COLLABORATIVE DESIGN: INTEGRATING GAME ENGINE TO ONLINE INTERACTIVE PRESENTATION TOOL RAKTUM SALLKACHAT, ARAYA CHOUTGRAJANK Master of Science Program in Computer-Aided Architectural Design Rangsit University, Thailand. [email protected]; [email protected] Abstract. In this research, we aim at the development of a computer- aided collaborative design tool, which supports the online architectural presentation independently from computer platforms and locations. Users are enabled to access the system and collaborate among working team via the Internet. Various online 3D Game engines are explored and evaluated. One 3D Game engine is selected and used as a base engine for the collaborative tool development. The application development will specifically concentrate on real-time presentation, shared representation and understanding among design teams and project owner. Traditional architectural design presentation in collaboration process will be imitated and transformed into digital age online presentation. 1. Introduction Traditionally, design collaboration between designers and clients used to be simply managed by using sketch, two-dimensional drawing, architectural model, and perspective drawing. These traditional tools are essential in architectural design process since they represents some forms of prototypes, which help architects in understanding clients’ needs as well as designing and developing projects that match clients’ expectation. In this information age, computer technology has been playing an important role and gradually replacing the traditional tools. Outcomes from this new digital tool are so real that customers could convincingly experience the design prior to actual construction. The development of architectural-specific application, especially 3-D presentation application, are complex and would need high-end system in both development and implementation phases. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
EA Teams up with Legendary Development Studio Id Software for RAGE
EA Teams up With Legendary Development Studio id Software for RAGE EA Partners to Publish the Next Blockbuster From the Inventors of the First Person Shooter LOS ANGELES, Jul 14, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced that it has signed an agreement with id Software, award-winning creators of iconic gaming brands and industry defining innovations, to publish RAGE(TM), the studio's next blockbuster franchise. Built on id Software's newest game engine, id Tech5, RAGE is an all-new take on the first person shooter being developed for release on the PLAYSTATION(R)3 computer entertainment system, Xbox 360(TM) system from Microsoft, PC and Mac. "RAGE represents a new direction for our games," said Todd Hollenshead, CEO of id Software. "RAGE is a shooter unlike any other, developed on our cutting edge new technology, and built to the exacting standards id is famous for. We're excited to have the support of EA Partners to launch RAGE on the world." "The RAGE publishing deal is the epitome of EA Partners' mission: Provide the world's best developers with access to the world's best publishing resources," said David DeMartini, senior vice president and general manager of EA Partners. "The team at id Software is one of the best development studios in the world. We're excited to work with id Software to give RAGE a blockbuster launch on the global stage." Stay tuned for additional information about RAGE at QuakeCon 2008 in Dallas, Texas from July 31 to August 2nd. More information about QuakeCon is available at www.quakecon.org About id Software id - defined by Freud as the primal section of the human psyche; id Software, located in Mesquite, Texas, was founded in 1991. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
Army-Of-Two-The-Devil-S-Cartel-Manual
WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns CONTENTS or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or GETTING STARTED. ......................2 HEADS-Up DIspLAY (HUD). ...........10 seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or INTRODUCTION. ...........................3 GETTING INTO THE ACTION. ..........12 has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: CONTROLS. ..................................4 WORKING TOGETHER. ..................18 ` dizziness ` eye or muscle twitches ` disorientation ` any involuntary movement MAIN MENU. ...............................5 WEAPON CUSTOMIZATION. ..........20 ` altered vision ` loss of awareness ` seizures or convulsion. MIssIONS. ...................................7 NEED HELP?. ................................21 RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. PLAYING THE GAME. ....................8 This product has been rated by the Entertainment Software Rating Board. For information about the ESRB rating please UN se A D HANDling OF VIDeo GAMes TO REDUCE THE LIKelihooD OF A SEIZURE visit www.esrb.org. ` Use in a well-lit area and keep as far away as possible from the television screen. ` Avoid large screen televisions. Use the smallest television screen available. NOTICES ` Avoid prolonged use of the PlayStation®3 system. Take a 15-minute break during each hour of play. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.