The Beacon, October 4, 2013 Florida International University

Total Page:16

File Type:pdf, Size:1020Kb

Load more

Florida International University FIU Digital Commons The aP nther Press (formerly The Beacon) Special Collections and University Archives 10-4-2013 The Beacon, October 4, 2013 Florida International University Follow this and additional works at: https://digitalcommons.fiu.edu/student_newspaper Recommended Citation Florida International University, "The Beacon, October 4, 2013" (2013). The Panther Press (formerly The Beacon). 652. https://digitalcommons.fiu.edu/student_newspaper/652 This work is brought to you for free and open access by the Special Collections and University Archives at FIU Digital Commons. It has been accepted for inclusion in The aP nther Press (formerly The Beacon) by an authorized administrator of FIU Digital Commons. For more information, please contact [email protected]. A Forum for Free Student Expression at Florida International University Vol. 25, Issue 21 fiusm.com Friday, October 4, 2013 Students debate SHOWTIME diversity at FIU MARISOL MEDINA in Miami are, where you have Staff Writer a Cuban neighborhood versus a Venezuelan neighborhood, but Danielle Clealand, professor I do see some divisions where of politics and international rela- Blacks and Latinos seem to be tions, focuses on racial politics rather separate,” said Clealand. and says she notices “segregated Clealand said she speculates groups” in her classroom. that students choose to befriend The University’s fall 2012 total students of their own race from enrollment of 50,394 students learned social habits from their included over 31,000 Hispanics, own neighborhoods. 7,000 African Americans and According to Clealand, the 6,000 Whites, according to the University is a minority school Office of Planning and Institu- and serves as an opportunity for tional Research’s 2012 factbook. minority students to feel more Although predominantly comfortable. Hispanic, Miami is a multicultural “It is certainly an expe- city. But as one recent National rience you won’t find at any Public Radio report suggests, it is other research university in the VINCENT RIVES/THE BEACON perhaps ethnically divided. country,” said Clealand. “I’m not sure if students are as The School of Music’s orchestra performed in front of a live audience last Friday Sept 27. divided as the neighborhoods here SEE DIVERSITY, PAGE 2 Panthers show off their talent for homecoming ALYSSA ELSO Talent now has multiple divisions where to receive lots of giveaway items from the who participate in this competition can also Staff Writer performers can showcase different talents, Homecoming Council. meet fellow musicians and build friend- such as singing, dancing, stand-up comedy “This year we will have more T-shirts, ships because now they have two things Calling all performers: Panthers Got or acting. sunglasses and other FIU items to give in common: they both attend FIU and they Talent is back for Homecoming week 2013 The competition will be divided into away,” said Bellido. both play music.” with more entertainment, giveaways and three different divisions: solo, blue and Jennifer Cordero, senior psychology and According to Cancio, this year’s compe- Panther pride. gold. sociology major, is a current Homecoming tition will have more performers than in Emulating shows like “America’s Got The solo division is for one performer, Queen nominee. She enjoys watching the the previous years since solo performers Talent,” the University’s Panthers Got the blue division can have two to six many performances in the talent competi- have been included in a separate division Talent is a competition for students, faculty performers and the gold division can have tion and the school spirit the event brings from the group performers. More than 20 and staff to showcase their various talents. seven to 20 performers, said Cancio. out in fellow students. performers are expected to compete within The event will be held on Thursday, Oct. According to Homecoming Council “This year I am attending to support my all divisions. 10, at the U.S. Century Bank Arena – doors Assistant Director of Communications, sorority sisters, but I have attended in the The performers will be judged by five open at 5:30 p.m. Carolina Bellido, many of the groups that past and it is just a really fun experience faculty members and advisors on the Panthers Got Talent, previously named will perform this year are made up of – and seeing students and alumni show following categories: creativity, incor- Lip Sync/Talent Show, is now going into its sorority and fraternity members. their Panther pride is just awesome,” said poration of University spirit, choreog- second year as a Homecoming event, but “Faculty and staff also perform, which Cordero. raphy, costumes and overall performance. with a few minor changes. can often be pretty funny,” said Bellido. Jorge Mogna, senior communications “Panthers Got Talent is just an overall great “In the past, the competition was called The number of students, alumni, faculty art major, enjoys the talent competition Homecoming event to bring the student Lip Sync and was only for groups of six and staff in attendance is expected to be from a more musical perspective. body together, to support fellow students to 20 performers who had to lip-synch higher this year, with up to 2,500 students “Panthers Got Talent is a good and to enhance FIU’s school spirit and and perform a choreographed dance,” said in attendance. event because it gives students who are Panther pride,” said Bellido. Homecoming Director Giselle Cancio. Students in the audience who are out to passionate about music a chance to show- According to Cancio, Panthers Got show their Panther pride, can also expect case their talents,” said Mogna. “Students [email protected] Measures taken to reduce drugs at homecoming concert DIEGO SALDANA-ROJAS a row that the Council decided to who have appeared to be under the Staff Writer bring an electronic music artist, influence of MDMA or alcohol. starting with Kaskade the prior “We do get medical episodes Ecstasy, also known as Molly, year. which we think are more than has been making an impact on the University Chief of Police likely related to the use of MDMA electronic music scene. Alexander Casas is concerned We do get medical episodes which we think are or extreme alcohol abuse,” said The drug, scientifically over the heightened likelihood more than likely related to the use of MDMA or Casas. known as 3,4-methylenedioxy- of MDMA use at future Home- extreme alcohol abuse. Norberto Esquivel, senior methamphetamine or MDMA, coming concerts. accounting and finance major, has made national headlines after “We absolutely are concerned, Alexander Casas been an avid listener of electronic the substance was believed to be not necessarily connected to the Chief of Police music since age 16. He believes the culprit in the deaths of two music, but we are well aware University Police Department those who take MDMA and other Electric Zoo Festival goers in that with these particular type of drugs at electronic music concerts September. concerts, these type of drugs are misrepresent the genre. and other drugs is a concern for directly attributed to [Home- A rise in electronic music popu- popular with partygoers,” Casas “I don’t think it’s necessary – the University Police Department, coming] week,” said Casas. larity is evident in the Universi- said. “We do prepare for what there are some that believe they Casas notes that in the previous The UPD crime logs cite no ty’s Homecoming Council deci- comes of that, which are the need it, some people that believe year few narcotics-possession or narcotics-related arrests at the sion to bring Zedd as one of the medical episodes associated with that it’s euphoria. The people -distributing arrests have been concert site for 2011 or 2012. headlining acts. the heavy drug use.” made. Casas did mention the depart- Zedd marks the second year in While the presence of MDMA SEE MOLLY, PAGE 2 “Very little – zero if any are ment has observed individuals 2 The Beacon – Friday, October 4, 2013 NEWS fiusm.com WORLD NEWS Diversity helping students embrace different cultures Chinese dissident has 3 new DIVERSITY, PAGE 1 stands why students might school like FIU, where it is Izquierdo. academic ties in US choose to associate with primarily Hispanic, is that Izquierdo knows the Adnan Samma, a junior students of their own race you’re comfortable; you University is primarily Chinese activist Chen Guangcheng (chehn or from their own their own don’t have to adapt to much Hispanic and accepts that gwahng-chung) says he has new affiliations with in economics and interna- country, because they are change, but on the other some students may feel three U.S. institutions after leaving New York tional relations, is an inter- University under disputed circumstances. The blind national student from the people they can relate to. hand, students don’t leave divided from the rest, but dissident now will be supported by the Wither- Democratic Republic of “FIU promotes multi- their comfort zone and may says it is a matter of reaching spoon Institute, a conservative think tank in Princ- Congo. cultural and multinational not get the full college expe- out to other students. eton, N.J., the Catholic University of America, and Serving as president of events so these students do rience,” said Yec. “Clubs and organiza- the Lantos Foundation, a human rights organiza- the International Student get to interact with people Belkis Izquierdo, a tions are a great way to get tion in Concord, N.H. He says that will allow him Club from 2011 until spring different from them, but on senior in criminal justice involved and network with to continue speaking out against what he says is the of this year, Samma said a personal level they chose and a student assistant at the different students from “inhumane brutality” of the Chinese government.
Recommended publications
  • Luminosity | a Re-Imagining of Twilight | by Alicorn

    Luminosity | a Re-Imagining of Twilight | by Alicorn

    Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it.
  • Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu

    Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu

    Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ...........................................................................................................
  • The Search for the "Manchurian Candidate" the Cia and Mind Control

    The Search for the "Manchurian Candidate" the Cia and Mind Control

    THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments.
  • Mbk-Game Engine Lecture

    Mbk-Game Engine Lecture

    Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years ART 300 person team GAME DESIGN 10 years ENGINEERING Final Fantasy 15 PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. 1999 Roller Coaster Tycoon written by one guy in x86 assembly language TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. Today, more flexibility in language Typically Object-Oriented Use development tools like Visual Studio or Eclipse TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content Lots of content on tight deadlines. Glitches and crashes are BAD. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations Doom 1993 Levels, dungeons, and rooms were not only for game pacing, but to limit the number of objects to compute and render at a time. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations 2016 graphics Pixar - Piper Final Fantasy 15 Gregory, Jason. Game engine architecture. CRC Press, 2009. Game Engines Tools that fit the pieces together Game Engine GAME ENGINES: HISTORY 1990s First-person shooters: Doom by id Software GAME ENGINES: HISTORY Architecture separates core software from game- specific assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play GAME ENGINES: HISTORY 1990’s Separation of game engine allowed “mods” by replacing assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play Not okay mod.
  • Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context

    Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context

    sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J.
  • Appendix a Basic Mathematics for 3D Computer Graphics

    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.
  • Chapter 00. Why Java for Games Programming?

    Chapter 00. Why Java for Games Programming?

    Java Prog. Techniques for Games. Chapter 00. Why Java? Draft #1 (18th July '04) Chapter 00. Why Java for Games Programming? This is where I revisit many discussions (i.e. arguments) about why Java is not a crazy choice for games programming. Possibly this chapter isn't necessary since you're already convinced of Java's qualities. But maybe you're not quite sure. 1. First the Advantages, but briefly... One of my assumptions is that the reader (that's you) already has an introductory knowledge of Java, the sort of stuff gleaned from a semester's course at college. Near the start of that course, you'll have been regaled with Java's many advantages: object orientation, cross-platform support, code reuse, ease of development, tool availability, reliability and stability, good documentation, support from Sun Microsystems, low development costs, the ability to use legacy code (e.g. C, C++), and increased programmer productivity. Rather than explain each of them again, I'll take a different approach. I'll discuss Java's suitability for games programming in terms of the typical misconceptions/complaints wheeled out by people who think that games must be implemented in C, or C++, or assembler, or whatever (so long as its not Java). Here's the list, briefly: • Java is too slow for games programming; • Java has memory leaks; • Java is too high-level; • Java isn't supported on games consoles, so why bother using it; • No one uses Java to write real games; • Sun Microsystems isn't interested in supporting Java gaming. 2. Java is Too Slow for Games Programming They mean that Java is slow compared to C or C++, the dominant languages for games programming at the moment.
  • CMSC 425 Game Programming1

    CMSC 425 Game Programming1

    CMSC 425 Game Programming1 David M. Mount Department of Computer Science University of Maryland Spring 2015 1Copyright, David M. Mount, 2015, Dept. of Computer Science, University of Maryland, College Park, MD, 20742. These lecture notes were prepared by David Mount for the course CMSC 425, Game Programming, at the University of Maryland. Permission to use, copy, modify, and distribute these notes for educational purposes and without fee is hereby granted, provided that this copyright notice appear in all copies. Lecture Notes 1 CMSC 425 Lecture 1: Introduction to Game Programming Sources: Further information can be found in the first chapter of Introduction to Game Development (2nd edition), ed. S. Rabin, 2009. Computer Game Programming: The famous game design Sid Meier once defined a computer game as \a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal." A somewhat more concrete definition of a computer game, due to Mark Overmars, is \a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal." This course is concerned with the theory, practice, and technologies underlying the development of modern computer games of all varieties. A Brief History: Today's computer games constitute a multi-billion dollar industry. There is an incredible variety of game genres: strategy, sports, shooter, role-playing, racing, adventure, and so on. Some games induce their players to dedicate long hours in pursuit of a distant goal, and others can be picked up and played for just a few minutes.
  • An Overview Study of Game Engines

    An Overview Study of Game Engines

    Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game.
  • Collation Sounds Boo

    Collation Sounds Boo

    In a nutshell……… Synthetic Phonics Teaching: The best way to teach the technical skills of reading (decoding) and spelling (encoding) in the English language is to teach the core code knowledge of The English Alphabetic Code in systematic steps and the three core skills of: 1. READING - sound out and blend (synthesise) the sounds (phonemes) represented by the letters and letter groups (graphemes) all-through-the-printed-word, from left to right (e.g. see ‘tray’, say “/t/ /r/ /ai/”, hear and say “tray”). 2. SPELLING - segment (or split up) the smallest identifiable sounds (phonemes) all-through-the-spoken-word (e.g. hear “tray”, identify /t/ /r/ /ai/) and then pull letter/s from memory to spell the word ‘tray’. 3. WRITING - record the correct shapes of the letters or letter groups (graphemes), from left to right, which represent the phonemes identified from segmenting the spoken word from beginning to end. The English Alphabetic Code: We can identify around 44 phonemes (the smallest identifiable sounds in words) in the English language but there are only 26 letters in The Alphabet to represent the 44+ sounds. Single letters and letters combined into letter groups act as code for the sounds, for example; the grapheme ‘ie’ is pronounced /igh/ as in the word ‘tie’. The English Alphabetic Code is complicated by the fact that it has many ‘spelling alternatives’ and ‘pronunciation alternatives’, for example; the grapheme ‘ie’ can also be pronounced /ee/ as in the word ‘chief’. The Alphabetic Code, therefore, needs to be taught explicitly and systematically for both reading and spelling.
  • Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved

    Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved

    >> PRODUCT REVIEWS DAZ’S HEXAGON 2 * BETA PRODUCT PREVIEWS DECEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE POSTMORTEM: INTROVERSION’S DEFCON >>STATE OF THE INDUSTRY >>CREATE ALL HUMANS >>2006’S BEST PRODUCTS GAME PRIVACY WALKS ARTIFICIAL INTELLIGENCE FRONTLINE AWARD THE REVENUE PLANK FOR OPEN WORLD GAMES FINALISTS ANNOUNCED []CONTENTS DECEMBER 2006 VOLUME 13, NUMBER 11 FEATURES 13 STATE OF THE INDUSTRY: VIDEO GAME PIRACY Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we 13 might do in the future to disrupt pirate activities. Leave your eyepatch at home. By Paul Hyman 21 CREATING ALL HUMANS 26 Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide POSTMORTEM range of control. Using a data-driven AI architecture, Pandemic Studios created a 21 26 DETONATING INTROVERSION’S DEFCON flexible system for DESTROY ALL HUMANS II Steam-distributed PC strategy title DEFCON was a completely that alleviated many of the typical independent project, continuing Introversion’s reputation as “the last of problems seen in open-world games. the bedroom programmers.” In this postmortem, team members from all By John Krajewski aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes.
  • Research Article Unifying Rigid and Soft Bodies Representation: the Sulfur Physics Engine

    Research Article Unifying Rigid and Soft Bodies Representation: the Sulfur Physics Engine

    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 485019, 12 pages http://dx.doi.org/10.1155/2014/485019 Research Article Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine Dario Maggiorini, Laura Anna Ripamonti, and Federico Sauro Department of Computer Science, University of Milan, Via Comelico 39, 20135 Milan, Italy Correspondence should be addressed to Laura Anna Ripamonti; [email protected] Received 29 January 2014; Accepted 28 March 2014; Published 29 May 2014 Academic Editor: Ali Arya Copyright © 2014 Dario Maggiorini et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur.