Selecting the Best Open Source 3D Games Engines
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Uila Supported Apps
Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage. -
Casual Gaming
Casual gaming KW Cheng [email protected] VU Amsterdam January 28, 2011 Abstract Common elements in the design of casual games include [TRE10]: Casual games have started to get a large player - Rules and goals must be clear. base in the last decade. In this paper we are - Players need to be able to quickly reach profi- going to have a basic look at the technology in- ciency. volved in creating casual games, common game - Casual gameplay adapts to a players life and mechanics, and the influence of social media on schedule. casual games. - Game concepts borrow familiar content and themes from life. 1 Introduction 1.2 History In this paper we are going to look at how ca- sual games are being created. This will include The start of casual gaming began in 1990 when useful tools, and commonly used programming Microsoft started bundling Windows Solitaire with languages. The main part of this paper will look Windows. Many people were still getting used at some game mechanics which are at the core to the idea of using a mouse to navigate through of casual games. We will pick out some popular a graphical user interface. Microsoft used Win- games and look at which mechanics are crucial to dows Solitaire to train people to use the mouse a successful gameplay. We will also look at the and to soothe people intimidated by the operat- influence of how social media introduced more ing system. [LEV08] The reason why Windows people to casual games. Solitaire is successful is because it is accessible, you do not have to install anything, because it 1.1 What are casual games comes with your operating system. -
Programming Documentation
Flying Samurai { Programming documentation Jan Beneˇs,Osk´arElek, Marek Hanes, J´anZahornadsk´y June 3, 2010 \We make war that we may live in peace." | Aristotle Contents 1 Introduction 1 2 About the project 2 2.1 Team..................................................2 2.2 Externists . .3 2.3 Review of specification . .5 2.4 Hardware requirements . .6 2.5 Comparison with similar software . .6 2.6 Timeline . .7 2.7 Future of the project . .8 2.8 Known bugs . .9 2.9 Some statistics . 10 3 Building the project 11 3.1 Setting up the environment . 11 3.2 Building from sources . 11 4 Programming documentation 12 4.1 Architecture . 13 4.2 Multi-threading model . 15 4.2.1 Threads and their purpose . 15 4.2.2 Synchronization . 15 4.2.3 Messages and heartbeat . 16 4.2.4 Reader and Writer . 16 4.2.5 Structures . 17 4.2.6 Swap and swap chain . 18 4.2.7 Messages in detail . 19 4.3 Menu ................................................. 21 4.3.1 Concepts . 21 4.3.2 Implementation . 21 4.3.3 Handlers and actions . 21 4.4 Game logic . 23 4.4.1 Logical entities . 23 4.4.2 Mission . 24 4.4.3 Career . 26 4.5 Graphics . 27 4.5.1 Scene graph . 28 4.5.2 Airplane meshes . 29 4.5.3 Terrain . 33 4.5.4 Static terrain geometry . 36 4.5.5 HUD and debugging graphics . 38 4.5.6 Special effects . 39 4.5.7 Camera . 40 4.5.8 GUID . 40 4.6 Physics . 41 4.6.1 Introduction . -
Comparative Study of Anti-Cheat Methods in Video Games
Comparative Study of Anti-cheat Methods in Video Games Samuli Lehtonen Master’s thesis UNIVERSITY OF HELSINKI Department of Computer Science Helsinki, March 7, 2020 HELSINGIN YLIOPISTO — HELSINGFORS UNIVERSITET — UNIVERSITY OF HELSINKI Tiedekunta — Fakultet — Faculty Laitos — Institution — Department Faculty of Science Department of Computer Science Tekijä — Författare — Author Samuli Lehtonen Työn nimi — Arbetets titel — Title Comparative Study of Anti-cheat Methods in Video Games Oppiaine — Läroämne — Subject Computer Science Työn laji — Arbetets art — Level Aika — Datum — Month and year Sivumäärä — Sidoantal — Number of pages Master’s thesis March 7, 2020 71 + 48 as appendices Tiivistelmä — Referat — Abstract Online gaming is more popular than ever and many video game companies are reliant on the cash flow generated by online games. If a video game company wants its game to be successful, the game has to be resilient against cheating, the presence of which can ruin an otherwise successful game. Cheating in a video game can bankrupt an entire company as the non-cheating players leave the game because of unscrupulous individuals using cheats to gain an unfair advantage. Cheating can also involve criminal activity where maliciously acquired in-game items are traded against real money online. Commercial cheat programs are sold on online black markets and are available even to players who have no deep technical knowledge. The widespread availability and easy accessibility of cheats compounds the issue. This thesis will categorize different anti-cheat techniques and give a brief history of anti-cheat starting from the early 1980s. The history section describes how the fight against online cheating began and how it has evolved over the years. -
Multiplatformní GUI Toolkity GTK+ a Qt
Multiplatformní GUI toolkity GTK+ a Qt Jan Outrata KATEDRA INFORMATIKY UNIVERZITA PALACKÉHO V OLOMOUCI GUI toolkit (widget toolkit) (1) = programová knihovna (nebo kolekce knihoven) implementující prvky GUI = widgety (tlačítka, seznamy, menu, posuvník, bary, dialog, okno atd.) a umožňující tvorbu GUI (grafického uživatelského rozhraní) aplikace vlastní jednotný nebo nativní (pro platformu/systém) vzhled widgetů, možnost stylování nízkoúrovňové (Xt a Xlib v X Windows System a libwayland ve Waylandu na unixových systémech, GDI Windows API, Quartz a Carbon v Apple Mac OS) a vysokoúrovňové (MFC, WTL, WPF a Windows Forms v MS Windows, Cocoa v Apple Mac OS X, Motif/Lesstif, Xaw a XForms na unixových systémech) multiplatformní = pro více platforem (MS Windows, GNU/Linux, Apple Mac OS X, mobilní) nebo platformově nezávislé (Java) – aplikace může být také (většinou) událostmi řízené programování (event-driven programming) – toolkit v hlavní smyčce zachytává události (uživatelské od myši nebo klávesnice, od časovače, systému, aplikace samotné atd.) a umožňuje implementaci vlastních obsluh (even handler, callback function), objektově orientované programování (objekty = widgety aj.) – nevyžaduje OO programovací jazyk! Jan Outrata (Univerzita Palackého v Olomouci) Multiplatformní GUI toolkity duben 2015 1 / 10 GUI toolkit (widget toolkit) (2) language binding = API (aplikační programové rozhraní) toolkitu v jiném prog. jazyce než původní API a toolkit samotný GUI designer/builder = WYSIWYG nástroj pro tvorbu GUI s využitím toolkitu, hierarchicky skládáním prvků, z uloženého XML pak generuje kód nebo GUI vytvoří za běhu aplikace nekomerční (GNU (L)GPL, MIT, open source) i komerční licence např. GTK+ (C), Qt (C++), wxWidgets (C++), FLTK (C++), CEGUI (C++), Swing/JFC (Java), SWT (Java), JavaFX (Java), Tcl/Tk (Tcl), XUL (XML) aj. -
5G Simulation Framework
Master of Science Thesis in Electrical Engineering Department of Electrical Engineering, Linköping University, 2018 5G Simulation Framework Junior Asante and Joel Olsson Master of Science Thesis in Electrical Engineering 5G Simulation Framework Junior Asante and Joel Olsson LiTH-ISY-EX--18/5149--SE Supervisor: Ema Becirovic isy, Linköping University Henrik André-Jönsson Ericsson AB Examiner: Danyo Danev isy, Linköping University Division of Communication Systems Department of Electrical Engineering Linköping University SE-581 83 Linköping, Sweden Copyright © 2018 Junior Asante and Joel Olsson Abstract From the first generation, 1G, to the fourth generation, 4G, the development and technological advancements in telecommunications network systems have been remarkable. Faster and better connections have opened up for new markets, ideas and possibilities, to that extent that there now is a demand that surpasses the sup- ply. Despite all these advancements made in the mobile communications field most of the concept of how the technology works and its infrastructure has re- mained the same. This however, is about to change with the introduction of the fifth generation (5G) mobile communication. With the introduction of 5G much of the technology introduced will be differ- ent from that of previous generations. This change extends to include the entire infrastructure of the mobile communications system. With these major changes, many of the tools available today for telecommunications network evaluation do not really suffice to include the 5G network standard. For this reason, there is a need to develop a new kind of tool that will be able to include the changes brought by this new network standard. In this thesis a simulation framework adapted for the next generation telecom- munication standard 5G is set to be developed. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Curriculum Vitae
Mikkel Kirkgaard Nielsen Tjaereborg Stationsvej 1, 1. sal • 6731 Tjaereborg, Denmark • +45 28139066 • [email protected] Updated 2021-03-23 Profile Software developer and architect with a hardware background, possessing relaxed attitude, analytical and communicative skills. Always striving for technical perfection but has a well developed commercial sense. Broad experience within the field of embedded software on numerous hardware platforms, operating systems and programming languages. Core competency lies in the intersection between hardware and software. Also experienced with development, operation and administration of back-end web-based server applications, solutions and deployments. Pitches generic, configurable and modular architectures in the pursuit of attaining flexible and reusable system components. Dedicated and fierce solution hunter when faced with a problem that needs to be solved. Advocating standardisation and cooperation on a technical level wherever possible. Firm believer in open and collaborative development as practioned in the FOSS (Free & Open Source Software) communities. Family status Single, living with my oldest daughter Two daughters born 2001+2005 Born 1977-01-17 Education Aalborg Universitet Esbjerg (Esbjerg, Denmark) B.Sc. E.E., Bachelor of Science in Electronic and Electrical Engineering, Digital Signal Processing (DSP) 1997 – 2001 Aarhus Akademi (Aarhus, Denmark) High School (stx, studenterkursus) 1996 – 1997 Esbjerg Gymnasium (Esbjerg, Denmark) High School (stx, gymnasium) 1993 – 1996 Blåbjerggårdskolen (Esbjerg, Denmark) Primary school, 0th–5th + 9th grade 1983 – 1989 1992 – 1993 Nuussuup Atuarfia (Nuuk, Greenland) Primary school, 5th-8th grade 1989 – 1992 Skills Embedded software development Serial based communication (RS232/RS485/TTL/SPI/I2C/CAN/USB/Modbus RTU) Device drivers (proprietary operating systems/Linux kernel) MCU interrupt routines Concurrent and realtime programming Generic middleware layers GUI programming (Ultimate++, Ogre, CEGUI, wxWidget) Mikkel Kirkgaard Nielsen Tjaereborg Stationsvej 1, 1. -
Joël A. Lamotte Born: 1983 – French Tel: 0(+33)6.52.26.61.58 Email: [email protected]
Joël A. Lamotte Born: 1983 – French Tel: 0(+33)6.52.26.61.58 email: [email protected] PROFESSIONAL EXPERIENCE Independent - Lille (France) (Since July 2012) Projects: Working on NetRush (RTS game) and Art Of Sequence (OSS digital story-telling tools) Developed a client-server multi-process concurrent-tasks game-specific engine for the needs of NetRush (RTS game). Learned a lot about concurrency (using C++) while doing so, using the practical case of this game. Designed NetRush and several other smaller game prototypes. Developed and published an interpreter for AOSL in JavaScript as a partial Proof of Concept of Art of Sequence projects. Development on Art Of Sequence tools are still going on. Kayac - Kamakura (Japan) Creator (2012, 4 months) Projects: Make Games (Farmer Carrots Zombies , unreleased rogue-like prototype) Provided international game development expertise and point of view to the company that wished to sell games worldwide. Challenged to develop an iOS game in no time. It took us 2 weeks to produce FCZ, I made all the code and sound design and half of the game design. However, pressed by the time we were not able to do better. Releasing it publicly what not my decision but I did my best to make it enjoyable. Learned iOS (ObjectiveC/C++) development, Japanese keyboard, MacOSX use and Cocos2D-X (which I patched and provided back to the devs) in a very short time. Proposed 7 game concepts to work on next (after FCZ) which have all been approved, the game development team being confident in my skills, they suggested that I should chose the project myself. -
Lumin Software End User License Agreement Version 0.96
LUMIN SOFTWARE END USER LICENSE AGREEMENT VERSION 0.96 IMPORTANT: PLEASE READ THIS LUMIN SOFTWARE END USER LICENSE AGREEMENT (THIS “LICENSE”) CAREFULLY BEFORE USING YOUR MAGIC LEAP ONE (“DEVICE”). THE TERMS OF THIS LICENSE ARE ALSO AVAILABLE ON MAGIC LEAP’S WEBSITE LOCATED AT WWW.MAGICLEAP.COM/LEGAL. THIS LICENSE DESCRIBES THE LIMITED RIGHTS YOU HAVE TO USE THE LUMIN SOFTWARE ON YOUR DEVICE AND IS A BINDING CONTRACT BETWEEN YOU AND MAGIC LEAP, INC. ("MAGIC LEAP"). BY CLICKING “ACCEPT”, OR BY INSTALLING OR USING THE LUMIN SOFTWARE, YOU REPRESENT YOU HAVE READ, UNDERSTAND, AND AGREE TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS LICENSE. IF YOU DO NOT AGREE TO THIS LICENSE, INCLUDING THE MANDATORY ARBITRATION AND CLASS ACTION WAIVER REFERENCED IN SECTION 10, THEN YOU MAY NOT CONTINUE WITH THE INSTALLATION OR USE OF THE LUMIN SOFTWARE. IN SUCH EVENT, YOU MAY RETURN THE DEVICE WITHIN THE RETURN PERIOD IN ACCORDANCE WITH MAGIC LEAP’S RETURN POLICY LOCATED AT WWW.MAGICLEAP.COM/WARRANTY. NOTICES REGARDING OSS (AS DEFINED BELOW) AND OTHER ITEMS ARE ADDRESSED AT THE END OF THIS LICENSE. 1. LICENSE TO LUMIN SOFTWARE AND UPDATES 1.1 This License covers your use of all Lumin Software, unless any particular Lumin Software component or application is accompanied by separate terms. In that case, the separate terms will solely govern the applicable Lumin Software component or application. If the separate terms do not accompany the Lumin Software component or application, they may be found in the Lumin Software’s NOTICES file. “Lumin Software” means individually or collectively: (a) the Lumin OS software on your Device; (b) all applications that are pre-installed on your Device; (c) certain OSS (defined in Section 4 below); and (d) all related documentation. -
The Personal Interaction Panel
Scenegraphs and Engines Scenegraphs Application Scenegraph Windows/Linux OpenGL Hardware Vienna University of Technology 2 Scenegraphs Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 3 Content Pipeline Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs/Operating Systems Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 4 Typical Content Pipeline We need: Content creation tools Exporters Scenegraph/ Engine MechAssault 2 content pipeline Vienna University of Technology 5 DCC tools Only “real” open source option: Blender Everything you need for Game/Movie production Modelling/Rigging Animation Rendering/Compositing Contains complete game engine+editor Fully integrated with UI Immense feature list causes steep learning curve! Vienna University of Technology 6 Blender Vienna University of Technology 7 Blender Vienna University of Technology 8 Wings3D Easy to use subdivion surface modeller Vienna University of Technology 9 Textures Gimp: Full featured image editing Vienna University of Technology 10 Scenegraphs/Engines Scenegraphs deal with Rendering Engines deal with Rendering Physics AI Audio Game logic … Vienna University of -
Multiplayer Game Programming: Architecting Networked Games
ptg16606381 Multiplayer Game Programming ptg16606381 The Addison-Wesley Game Design and Development Series Visit informit.com/series/gamedesign for a complete list of available publications. ptg16606381 Essential References for Game Designers and Developers hese practical guides, written by distinguished professors and industry gurus, Tcover basic tenets of game design and development using a straightforward, common-sense approach. The books encourage readers to try things on their own and think for themselves, making it easier for anyone to learn how to design and develop digital games for both computers and mobile devices. Make sure to connect with us! informit.com/socialconnect Multiplayer Game Programming Architecting Networked Games ptg16606381 Joshua Glazer Sanjay Madhav New York • Boston • Indianapolis • San Francisco Toronto • Montreal • London • Munich • Paris • Madrid Cape Town • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products Editor-in-Chief are claimed as trademarks. Where those designations appear in this book, and the Mark Taub publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals Acquisitions Editor Laura Lewin The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or Development Editor omissions. No liability is assumed for incidental or consequential damages in connection Michael Thurston with or arising out of the use of the information or programs contained herein. Managing Editor For information about buying this title in bulk quantities, or for special sales opportunities Kristy Hart (which may include electronic versions; custom cover designs; and content particular to your business, training goals, marketing focus, or branding interests), please contact our Project Editor corporate sales department at [email protected] or (800) 382-3419.