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Carsim 2019.1 New Features
Mechanical Simulation CarSim 755 Phoenix Drive, Ann Arbor MI, 48108, USA Phone: 734 668-2930 • Fax: 734 668-2877 • Email: [email protected] carsim.com CarSim 2019.1 New Features VS Solver: Architecture ......................................................................................... 2 VS Commands ................................................................................................. 2 COM Interface ................................................................................................. 3 Embedded Python ............................................................................................ 3 Command Line Tools on Windows ................................................................. 3 Machine-generated Documentation ................................................................. 3 Timing When Connecting to Simulink and Other External Software ............. 4 Installation ....................................................................................................... 4 VS Solver: Models ................................................................................................. 4 Built-In Electric Powertrain (EV) .................................................................... 4 Closed-loop Steering Controller ...................................................................... 4 Closed-loop Speed Controller .......................................................................... 5 Improved Representation of Asymmetry ......................................................... 6 Steering -
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 -
Game Engines
Game Engines Good for Prototypes and kids Scratch http://scratch.mit.edu/ Alice http://www.alice.org/ Kodu http://www.kodugamelab.com/ Game Salad http://www.gamesalad.com/ Gamemaker Studio http://www.yoyogames.com/gamemaker/studio 3D Engines Unity 3D http://www.unity3d.com/ Unreal Engine http://www.unrealengine.com/udk/ Torque 3D http://www.garagegames.com/products/torque-3d Flash based Engines Push Button https://github.com/PushButtonLabs/PushButtonEngine Flixel http://flixel.org/ General programming resources Railsbridge Free workshops in Ruby and Rails for women and their friends http://workshops.railsbridge.org/ Skillcrush Daily email with intro to web and computer topics, tutorials soon. http://www.skillcrush.com/ Code Academy Javascript, html, css, ruby and python http://www.codecademy.com/ Hackity Hack Teaches ruby http://www.hackety.com/ Code Avengers Javascript, html/css http://www.codeavengers.com/ Udacity Online college level courses with an intro to computer science course http://www.udacity.com/ Coursea Online college level course in all sorts of subjects https://www.coursera.org/ Git Hub All sorts of code lives here! https://github.com Processing A simple yet powerful programming language for images, animation and interaction. Lots of great example code. http://www.processing.org/ Game Studios in Madison, WI Raven Software (Activision Blizzard) http://ravensoft.com/ Human Head http://www.humanhead.com/ Filament Games http://www.filamentgames.com/ PerBlue http://www.perblue.com/ Ronin Studios http://www.roninsc.com/ Three -
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. -
Transaction / Regular Paper Title
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of South Wales Research Explorer IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES 1 Design of Large Scale Virtual Equipment for Interactive HIL Control System Labs Yuxin Liang and Guo-Ping Liu, Fellow, IEEE Abstract—This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than thirty virtual instruments aims at offering students convenient experiment as well as an extensible framework for experiments in a collaborative way. hardware-in-the-loop (HIL) simulations with realistic 3D animations can be an efficient and safe way for verification of control algorithms. Advanced 3D technologies are adopted to achieve convincing performance. In addition, accurate mechanical movements are designed for virtual devices using real-time data from hardware-based simulations. Many virtual devices were created using this method and tested through experiments to show the efficacy. This method is also suitable for other virtual applications. The system has been applied to a creative automatic control experiment course in the Harbin Institute of Technology. The assessment and student surveys show that the system is effective in student’s learning. Index Terms—control systems, 3D equipment design, virtual laboratory, real-time animation, control education, hardware- based simulation —————————— —————————— 1 INTRODUCTION N the learning of control systems, students not only have by static pictures with augmented reality animation in the I to acquire theoretical knowledge, but also the ability to recent work of Chacón et at. -
Mechanical Reduction of Recycled Polymers for Extrusion
MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL A Thesis Presented to the faculty of the Department of Mechanical Engineering California State University, Sacramento MASTER OF SCIENCE in Mechanical Engineering by Rachel Singleton FALL 2020 © 2020 Rachel Singleton ALL RIGHTS RESERVED ii MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL A Thesis by Rachel Singleton Approved by: __________________________________, Committee Chair Rustin Vogt, Ph.D __________________________________, Second Reader Susan L. Holl, Ph.D ____________________________ Date iii Student: Rachel Singleton I certify that this student has met the requirements for format contained in the University format manual, and this thesis is suitable for electronic submission to the library and credit is to be awarded for the thesis. ____________________, Graduate Coordinator Kenneth Sprott, Ph.D Date:___________________ iv Abstract of MECHANICAL REDUCTION OF RECYCLED POLYMERS FOR EXTRUSION AND REUSE ON A CAMPUS LEVEL by Rachel Singleton Environmental plastic pollution has exponentially increased over the last few years, resulting in 6.3 out of the 8.3 metric tons of plastic produced each year worldwide, ending up in landfills or natural environments. Much of the plastic waste is a result of wrongful disposal or improper recycling category placement. Improperly recycled plastics can occur anywhere from the household, where it is stated that only 9% of plastic is correctly recycled, to universities [1]. Besides more education on proper recycling practices, higher education systems need to investigate potential areas of instruction that would allow for plastic reuse. One area includes courses dealing with 3D printing; 3D printing filament's yearly consumption is estimated at around 30 million pounds worldwide. -
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. -
PCB Load & Torque, Inc. Model
PCB Load & Torque, Inc. Model 920 Portable Digital Transducer Instrument Operating Instructions Table of Contents 1.0 Preliminaries............................................. 2 3.0 Instrument Setup & Calibration................. 6 1.1 Precautions....................................... 2 3.1 Starting Up Model 920................. 6 1.1.1 Site Considerations................... 2 3.2 Non-Smart Transducer Setup...... 6 1.1.2 Handling.................................... 2 3.3 Test Setup.................................... 7 1.1.3 Cleaning.................................... 2 3.4 Changing Frequency Response...8 1.1.4 On Re-packing.......................... 2 3.5 Disabling IS Chip Search............. 8 1.1.5 Before You Begin...................... 2 3.6 End-of-Run Packet....................... 8 1.2 Introduction...................................... 2 3.7 Torque Wrenches w/LED Lights.. 8 1.2.1 How to Use This Manual.......... 2 3.8 Spindle......................................... 9 1.2.2 Model 920 Overview…………... 3 4.0 Operation.................................................. 9 1.2.3 Transducer Selection................ 3 4.1 Taking Data.......................................9 1.2.4 Test Setup................................. 3 4.2 Reviewing Data & Statistics.............. 9 1.2.5 Data Recording......................... 3 4.3 Printing Data & Statistics…............... 9 1.2.6 Viewing Data............................. 3 4.4 Sending Data to a Computer...........10 1.2.7 Data Storage & Upload……...... 4 4.5 Erasing Data..................................