Rts Ww2 Games Download
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Playbook T a B L E O F C O N T E N T S
Playbook T A B L E O F C O N T E N T S 11.0 Hitler’s Reich Design Notes ............................................2 15.0 Solitaire Modes .............................................................11 12.0 Compendium of Events .................................................3 16.0 Examples of Play ..........................................................17 13.0 Optional Rules ................................................................4 Index ......................................................................................24 14.0 Multi-Player Mode .........................................................9 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com 2 Hitler’s Reich ~ Playbook Additionally, the Allies’ superior Amphibious Attack capabilities 11.0 Hitler’s Reich Design Notes are accounted for in that the Higgins Boats card is potentially These notes are formulated using a Q&A editorial approach. reusable. However, the Axis Landing Craft card is a one-use Event, regardless of whether it is successfully employed. How did the game map come to be? Why no Free French Partisans? The Hitler’s Reich game map was inspired by other WWII European Theatre of Operations strategic games using Areas Within the game’s scope, the Free French did not match the sheer rather than hexagons, such as Axis & Allies. size, magnitude, and impact of major Soviet or Yugoslavian partisan efforts. Use of theArtillery & Partisans Event reflects The final map’s configuration of Land Areas and Sea Zones Allied logistical support of guerillas, extra naval resources, and was developed to provide players the historic objectives and in the case of the use of Allied Artillery & Partisans in Africa campaign flows, with their opportunities and challenges. or the Middle East, it represents the legendary Long Range Desert Groups (think of that classic TV show The Rat Patrol). -
Game Development for Computer Science Education
Game Development for Computer Science Education Chris Johnson Monica McGill Durell Bouchard University of Wisconsin, Eau Bradley University Roanoke College Claire [email protected] [email protected] [email protected] Michael K. Bradshaw Víctor A. Bucheli Laurence D. Merkle Centre College Universidad del Valle Air Force Institute of michael.bradshaw@ victor.bucheli@ Technology centre.edu correounivalle.edu.co laurence.merkle@afit.edu Michael James Scott Z Sweedyk J. Ángel Falmouth University Harvey Mudd College Velázquez-Iturbide [email protected] [email protected] Universidad Rey Juan Carlos [email protected] Zhiping Xiao Ming Zhang University of California at Peking University Berkeley [email protected] [email protected] ABSTRACT cation, including where and how they fit into CS education. Games can be a valuable tool for enriching computer science To guide our discussions and analysis, we began with the education, since they can facilitate a number of conditions following question: in what ways can games be a valuable that promote learning: student motivation, active learning, tool for enriching computer science education? adaptivity, collaboration, and simulation. Additionally, they In our work performed prior to our first face-to-face meet- provide the instructor the ability to collect learning metrics ing, we reviewed over 120 games designed to teach comput- with relative ease. As part of 21st Annual Conference on ing concepts (which is available for separate download [5]) Innovation and Technology in Computer Science Education and reviewed several dozen papers related to game-based (ITiCSE 2016), the Game Development for Computer Sci- learning (GBL) for computing. Hainey [57] found that there ence Education working group convened to examine the cur- is \a dearth of empirical evidence in the fields of computer rent role games play in computer science (CS) education, in- science, software engineering and information systems to cluding where and how they fit into CS education. -
The AVALON HILL
$2.50 The AVALON HILL July-August 1981 Volume 18, Number 2 3 A,--LJ;l.,,,, GE!Jco L!J~ &~~ 2~~ BRIDGE 8-1-2 4-2-3 4-4 4-6 10-4 5-4 This revision of a classic game you've long awaited is the culmination What's Inside . .. of five years of intensive research and playtest. The resuit. we 22" x 28" Fuli-color Mapboard of Ardennes Battlefield believe, will provide you pleasure for many years to come. Countersheet with 260 American, British and German Units For you historical buffs, BATTLE OF THE BULGE is the last word in countersheet of 117 Utility Markers accuracy. Official American and German documents, maps and Time Record Card actual battle reports (many very difficult to obtain) were consuited WI German Order of Appearance Card to ensure that both the order of battle and mapboard are correct Allied Order of Appearance Card to the last detail. Every fact was checked and double-checked. Rules Manual The reSUlt-you move the actual units over the same terrain that One Die their historical counterparts did in 1944. For the rest of you who are looking for a good, playable game, BATTLE OF THE BULGE is an operational recreation of the famous don't look any further. "BULGE" was designed to be FUN! This Ardennes battle of December, 1944-January, 1945. means a simple, streamlined playing system that gives you time to Each unit represents one of the regiments that actually make decisions instead of shuffling paper. The rules are short and participated (or might have participated) in the battle. -
Russian Games Market Report.Pdf
Foreword Following Newzoo’s free 42-page report on China and its games market, this report focuses on Russia. This report aims to provide understanding of the Russian market by putting it in a broader perspective. Russia is a dynamic and rapidly growing games We hope this helps to familiarize our clients and friends market, currently number 12 in the world in terms of around the globe with the intricacies of the Russian revenues generated. It is quickly becoming one of market. the most important players in the industry and its complexity warrants further attention and This report begins with some basic information on examination. The Russian market differs from its demographics, politics and cultural context, as well as European counterparts in many ways and this can be brief descriptions of the media, entertainment, telecoms traced to cultural and economic traditions, which in and internet sectors. It also contains short profiles of the some cases are comparable to their Asian key local players in these sectors, including the leading neighbours. local app stores, Search Engines and Social Networks. Russia has been a part of the Newzoo portfolio since In the second part of the report we move onto describe 2011, allowing us to witness first-hand the the games market in more detail, incorporating data unprecedented growth and potential within this from our own primary consumer research findings as market. We have accumulated a vast array of insights well as data from third party sources. on both the Russian consumers and the companies that are feeding this growth, allowing us to assist our clients with access to, and interpretation of, data on We also provide brief profiles of the top games in Russia, the Russia games market. -
Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures By
Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures by Trevor B. Bertin B.S. Civil Engineering Worcester Polytechnic Institute, 2011 SUBMITTED TO THE DEPARTMENT OF CIVIL AND ENVIRONMENTAL ENGINEERING IN THE PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF 1 MASTER OF ENGINEERING IN CIVIL AND ENVIRONMENTAL ENGINEERING AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2013 ©2013 Trevor Bertin. All Rights Reserved The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: _____________________________________________________________ Department of Civil and Environmental Engineering May 10, 2013 Certified by: ___________________________________________________________________ John A. Ochsendorf Professor of Building Technology and Civil and Environmental Engineering Thesis Supervisor Accepted by: ___________________________________________________________________ Heidi M. Nepf Chair, Departmental Committee for Graduate Students 2 Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures by Trevor B. Bertin Submitted to the Department of Civil and Environmental Engineering on May 10, 2013 in Partial Fulfillment of the Requirements for the Degree of Master of Engineering in Civil and Environmental Engineering ABSTRACT 3 This thesis evaluates particle-spring systems as conceptual design tools in an effort to create efficient grid shell structures. Currently many simulation tools are available to create representations of intricate geometries and forms. However, these forms can become highly complex and challenging upon their realization. A lack of understanding of these forms leads to structures that cannot support their corresponding loads due to their shape, boundary conditions or edge conditions. -
Outcome Prediction and Hierarchical Models in Real-Time Strategy Games
Outcome Prediction and Hierarchical Models in Real-Time Strategy Games by Adrian Marius Stanescu A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta ⃝c Adrian Marius Stanescu, 2018 Abstract For many years, traditional boardgames such as Chess, Checkers or Go have been the standard environments to test new Artificial Intelligence (AI) al- gorithms for achieving robust game-playing agents capable of defeating the best human players. Presently, the focus has shifted towards games that of- fer even larger action and state spaces, such as Atari and other video games. With a unique combination of strategic thinking and fine-grained tactical com- bat management, Real-Time Strategy (RTS) games have emerged as one of the most popular and challenging research environments. Besides state space complexity, RTS properties such as simultaneous actions, partial observabil- ity and real-time computing constraints make them an excellent testbed for decision making algorithms under dynamic conditions. This thesis makes contributions towards achieving human-level AI in these complex games. Specifically, we focus on learning, using abstractions and performing adversarial search in real-time domains with extremely large action and state spaces, for which forward models might not be available. We present two abstract models for combat outcome prediction that are accurate while reasonably computationally inexpensive. These models can in- form high level strategic decisions such as when to force or avoid fighting or be used as evaluation functions for look-ahead search algorithms. In both cases we obtained stronger results compared to at the time state-of-the-art heuris- tics. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Perancangan Desain Antarmuka Pada Game Visual Novel Tikta Kavya Dengan Mengadaptasi Visualisasi Artifak Peninggalan Majapahit
TUGAS AKHIR - RD 141558 PERANCANGAN DESAIN ANTARMUKA PADA GAME VISUAL NOVEL TIKTA KAVYA DENGAN MENGADAPTASI VISUALISASI ARTIFAK PENINGGALAN MAJAPAHIT SETO AJI NUGROHO 3408100079 Pembimbing: Rahmatsyam Lakoro, S.Sn MT PROGRAM STUDI DESAIN KOMUNIKASI VISUAL JURUSAN DESAIN PRODUK INDUSTRI Fakultas Teknik Sipil dan Perancangan Institut Teknologi Sepuluh Nopember Surabaya 2016 FINAL PROJECT - RD 141558 DESIGNING GRAPHIC USER INTERFACE OF A VISUAL NOVEL GAME ENTITLED TIKTA KAVYA BY ADAPTING THE VISUALIZATION OFANCIENT MAJAPAHIT’S ARTIFACT SETO AJI NUGROHO 3408100079 Counsellor: Rahmatsyam Lakoro, S.Sn, M.T VISUAL COMMUNICATION DESIGN STUDY PROGRAM DEPARTMENT OF INDUSTRIAL PRODUCT DESIGN Faculty of Civil engineering and Planning Sepuluh Nopember Institute Of Technology Surabaya 2016 iii PERANCANGAN DESAIN ANTARMUKA PADA GAME VISUAL NOVEL TIKTA KAVYA DENGAN MENGADAPTASI VISUALISASI ARTIFAK PENINGGALAN MAJAPAHIT Nama Mahasiswa : Seto Aji Nugroho NRP : 3408100079 Jurusan : Desain Produk industri FTSP-ITS ABSTRAK Game berkembang sangat cepat dalam pengembangan maupun teknologi sehingga menuntut pengembang game untuk mengikuti trend dan kebutuhan pasar. Indonesia memiliki lebih dari 50 pengembang game yang tersebar di seluruh pelosok Indonesia namun masih sedikit yang mengembangkan game dengan konten lokal. Visual novel adalah sebuah genre game petualangan yang memfokuskan pada cerita yang umumnya memiliki banyak rute dan multi-ending. Model penceritaan visual novel dapat diaplikasikan kedalam berbagai cerita baik secara aktual maupun fiktif, termasuk cerita sejarah sehingga menarik untuk dibaca dan dimainkan. Penceritaan kembali konten lokal merupakan sebuah upaya untuk melestarikan sejarah yang telah terukir dan memberikan warisan budayanya. Metode penelitian dilakukan dengan penelitian kualitatif yang diantaranya adalah wawancara mendalam, Focus Group Discussion, observasi, dan studi literatur. Penggunaan metode penelitian ini dimaksudkan untuk menggali lebih dalam mengenai game serta mengetahui bagaimana kebiasaan pemain visual novel secara teknis. -
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet To cite this version: Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet. Towards a Serious Game to Help Students Learn Computer Programming. International Journal of Computer Games Technology, London: Hindawi, 2009, 2009, pp.470590. 10.1155/2009/470590. hal-01357502 HAL Id: hal-01357502 https://hal.archives-ouvertes.fr/hal-01357502 Submitted on 29 Aug 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 470590, 12 pages doi:10.1155/2009/470590 Research Article TowardsaSeriousGametoHelpStudentsLearn Computer Programming Mathieu Muratet,1 Patrice Torguet,1 Jean-Pierre Jessel,1 and Fabienne Viallet2 1 VORTEX Group, IRIT, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France 2 DiDiST CREFI-T, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France Correspondence should be addressed to Mathieu Muratet, [email protected] Received 30 August 2008; Revised 17 December 2008; Accepted 24 February 2009 Recommended by Xiaopeng Zhang Video games are part of our culture like TV, movies, and books. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 6-16-2016 A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D. Ball Follow this and additional works at: https://scholar.afit.edu/etd Part of the Computer Sciences Commons Recommended Citation Ball, Christopher D., "A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games" (2016). Theses and Dissertations. 457. https://scholar.afit.edu/etd/457 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. A MULTI-OBJECTIVE APPROACH TO TACTICAL MANUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Christopher D. Ball, Capt, USAF AFIT-ENG-MS-16-J-004 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-16-J-004 A MULTI-OBJECTIVE APPROACH TO TACTICAL MANEUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science Christopher D. -
Archived Content Information Archivée Dans Le
Archived Content Information identified as archived on the Web is for reference, research or record-keeping purposes. It has not been altered or updated after the date of archiving. Web pages that are archived on the Web are not subject to the Government of Canada Web Standards. As per the Communications Policy of the Government of Canada, you can request alternate formats on the "Contact Us" page. Information archivée dans le Web Information archivée dans le Web à des fins de consultation, de recherche ou de tenue de documents. Cette dernière n’a aucunement été modifiée ni mise à jour depuis sa date de mise en archive. Les pages archivées dans le Web ne sont pas assujetties aux normes qui s’appliquent aux sites Web du gouvernement du Canada. Conformément à la Politique de communication du gouvernement du Canada, vous pouvez demander de recevoir cette information dans tout autre format de rechange à la page « Contactez-nous ». CANADIAN FORCES COLLEGE / COLLÈGE DES FORCES DES CANADIENNES JCSP 34 / PCEMI NO34 MDS RESEARCH PROJECT/PROJET DE RECHERCHE MED The Erosion of Mission Command Leadership in the 21st Century? - Theoretical Considerations on a Military Leadership Philosophy in Western Societies. By / par Korvettenkapitän André Pecher, M.A. Syndicate 11 / Groupe d’études 11 25 April 2008 This paper was written by a student attending the Canadian Forces College in La présente étude a été rédigée par un fulfilment of one of the requirements of the stagiaire du Collège des Forces canadiennes Course of Studies. The paper is a scholastic pour satisfaire à l'une des exigences du document, and thus contains facts and cours.