Renderware “The Power Behind the Hits”
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Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
DXF Reference
AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Sensorfx Users Guide Iii Contents
SensorFX Users Guide SensorFX Users Guide Copyright © 2017 VT MAK All rights Reserved. Printed in the United States. Portions of this document are copyright JRM Technologies. Under copyright laws, no part of this document may be copied or reproduced in any form without prior written consent of VT MAK. VR-Exchange™, VR-Vantage™. DI-Guy™, and DI-Guy Scenario™ are trade- marks of VT MAK. MÄK Technologies®, VR-Forces®, RTIspy®, B-HAVE®, and VR-Link® are registered trademarks of VT MAK. GL Studio® is a registered trademark of The DiSTI® Corporation. Portions of this software use SpeedTree® RT technology (©2008 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visual- ization, Inc. All rights reserved. SilverLining™ is a trademark of Sundog Software. All other trademarks are owned by their respective companies. VT MAK 150 Cambridge Park Drive, 3rd Floor Cambridge, MA 02140 USA Voice: 617-876-8085 Fax: 617-876-9208 [email protected] www.mak.com Revision VRV-2.2-11-170307 Contents Preface MAK Products ............................................................................................ v How to Contact Us .................................................................................. viii Document Conventions ............................................................................. ix DI-Guy Conventions ........................................................................... x Mouse Button Naming Conventions.................................................... x Third Party Licenses ................................................................................... -
Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2. -
Arxiv:2104.06262V2 [Cs.RO] 29 Apr 2021 Temporal Development of Actors [64]
On Determinism of Game Engines used for Simulation-based Autonomous Vehicle Verification Greg Chance1;3, Abanoub Ghobrial1;3, Kevin McAreavey1;3, S´everin Lemaignan2;3, Tony Pipe2;3, Kerstin Eder1;3 1 University of Bristol, Bristol, UK 2 University of the West of England, Bristol, UK 3 Bristol Robotics Laboratory, Bristol, UK Abstract{Game engines are increasingly used as vide evidence to developers and regulators of the func- simulation platforms by the autonomous vehicle tional safety of the vehicle or its compliance with com- (AV) community to develop vehicle control sys- monly agreed upon road conduct [68], national rules [61] tems and test environments. A key requirement and road traffic laws [63] which form a body of safe and for simulation-based development and verification legal driving rules, termed assertions, that must not be is determinism, since a deterministic process will violated. always produce the same output given the same Design confidence is gained when the autonomous ve- initial conditions and event history. Thus, in a de- hicle (AV) can be shown to comply with these rules terministic simulation environment, tests are ren- e.g., through assertion checking during simulation. There dered repeatable and yield simulation results that have been several fatalities with AVs, some of which are trustworthy and straightforward to debug. could be attributed to insufficient verification and val- However, game engines are seldom deterministic. idation (V&V), e.g. [47]. Simulation environments offer This paper reviews and identifies the potential a means to explore the vast parameter space safely and causes and effects of non-deterministic behaviours efficiently [31] without the need for millions of miles of in game engines. -
Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc
Autodesk ® Smoke® 2010 Extension 1 A Discreet® Systems product Autodesk ® Backdraft ® Conform 2010 Extension 1 Release Notes Autodesk® Visual Effects and Finishing 2010 Extension 1 © 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Portions relating to MD5 Copyright © 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved. License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing this software or this function. License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD5 Message-Digest Algorithm" in all material mentioning or referencing the derived work. RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind. These notices must be retained in any copies of any part of this documentation and/or software. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
Retroparla 2020 Mujeres En El Mundo De La VISIBLES Informática Y Los Videojuegos
_VISIBLES_ RetroParla 2020 Mujeres en el mundo de la _VISIBLES_ informática y los videojuegos ¿Sabías que el primer programa informático de la historia lo escribió una mujer, un siglo antes de que se construyera el primer ordenador? ¿O que fueron mujeres las que calcularon a mano la trayectoria que llevó a los astronautas a la Luna? ¿O que su trabajo fue clave para que hoy puedas llevar un móvil en el bolsillo y conectarte a internet desde el sofá de tu casa? ¿Sabías que hay una mujer detrás de las aventuras de Lara Croft o las andanzas de Nathan Drake? ¿O de Halo? ¿O de Los Sims? ¿O que llevan más de cuarenta años programando videojuegos, desde los tiempos de la Atari 2600? Desde aquel primer programa de Ada Lovelace, generaciones de mujeres han contribuido de manera decisiva al avance de la tecnología en todos sus campos, y en la mayoría de los casos sin el reconocimiento que merecían. Estas cincuenta reseñas son solo una pequeñísima muestra de las miles de ingenieras, diseñadoras, programadoras, artistas e inventoras que desde hace siglo y medio están consiguiendo hacernos la vida mucho más fácil (¡y mucho más entretenida!). El equipo de RETRO RetroParla PARLA ASOCIACION DE AFICIONADOS A LA RETROINFORMATICA DE PARLA Ada Lovelace (Matemática y programadora) Augusta Ada King, condesa de Lovelace, nació en Londres en 1815. Única hija legítima del poeta Lord Byron y de Anne Isabella Milbanke, fue su madre quien la educó de forma tan esmerada como exigente tras la separación del matrimonio, inculcándole su amor por las matemáticas. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
The Impact of Middleware Technologies on Your Game Development
The Impact of Middleware Technologies on your Game Development Julien Merceron Worldwide Technical Director Ubisoft Ent. Introduction •Topics: • Technology Design Process; • Project Life Cycle Design; • Structure of the Talk: • From B.G.E to P.O.P; • From Unreal2 829 to Splinter Cell; • From Splinter Cell to Splinter Cell:PT; • Strategy highlight; • Practical Methodology, patterns analysis; •Q&A. From B.G.E to P.O.P (B.G.E = Beyond Good and Evil) (P.O.P = Prince of Persia: The Sands of Time) From B.G.E to P.O.P • Level Architecture Differences: • POP is very linear, each location can only be visited at one time of day • World is completely dynamically loaded, less data in memory at the same time • The abilities of the Prince enable him to cover great distances in a short time, rooms must be bigger • Graphic style makes it harder to use the “all textures fit in GS” scheme used by BGE From B.G.E to P.O.P • How does this change the graphic engine? • No need to be able to adjust the ambient color dynamically as in BGE • No need to minimize the size of the graphic data by storing the meshes in indexed form. This form is suboptimal on PS2 • Static meshes must render very fast to be able to display the bigger rooms we’ll have in the game • Dynamic texture loading is needed (also required because of Dynamic Loading) From B.G.E to P.O.P • Choices we made - Move lighting and skinning on VU1 • We moved skinning, ligthing, and all UV computing (chrome, projection for shadows) on the VU1 • This gave us more CPU time for handling AI / Collisions / Etc… • We also had very high elements counts in some scenes so this gave us a little more breathing room.