A split screen-viable UI event system - Unite Copenhagen 2019Unity Technologies
Learn about the implementation of a 2-player split-screen user interface (UI) in Battle Planet Judgement Day. In Unity, the Event System allows only one element to be currently selected, which can be a problem when designing split screen UI. In this session, you'll discover how this issue was addressed in Battle Planet Judgement Day, the ups and downs of the implementation, insights on pitfalls to avoid and best practices learned during the time of development. We hope this will help you learn how to implement your own solution.
Speaker: Kevin Hagen - Threaks
Session available here: https://youtu.be/aR5UXatawmE
Building a turn-based game prototype using ECS - Unite Copenhagen 2019Unity Technologies
Get a high-level overview of the Entity Component System (ECS) and turn-based game loops, and see a proof of concept built using ECS. These slides will cover some of the pitfalls and also show concepts of ECS in a slightly exotic context.
Speaker:
Florian Uhde - Three Eyed Games
Watch the session on YouTube: https://youtu.be/mL4qrt-15TE
A split screen-viable UI event system - Unite Copenhagen 2019Unity Technologies
Learn about the implementation of a 2-player split-screen user interface (UI) in Battle Planet Judgement Day. In Unity, the Event System allows only one element to be currently selected, which can be a problem when designing split screen UI. In this session, you'll discover how this issue was addressed in Battle Planet Judgement Day, the ups and downs of the implementation, insights on pitfalls to avoid and best practices learned during the time of development. We hope this will help you learn how to implement your own solution.
Speaker: Kevin Hagen - Threaks
Session available here: https://youtu.be/aR5UXatawmE
Building a turn-based game prototype using ECS - Unite Copenhagen 2019Unity Technologies
Get a high-level overview of the Entity Component System (ECS) and turn-based game loops, and see a proof of concept built using ECS. These slides will cover some of the pitfalls and also show concepts of ECS in a slightly exotic context.
Speaker:
Florian Uhde - Three Eyed Games
Watch the session on YouTube: https://youtu.be/mL4qrt-15TE
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, and 2D video frame buffer - a core component of the PDK.
Over the past couple of years the SDL Perl bindings have gone through a complete rewrite, making them modular, stable, faster, multiplatform, 1:1 compatible with libsdl and fixing several memory leaks while at it.
The community is more alive than ever and now the SDL Perl project is ready to move the Perl motto into gamedev:
"Simple games, easy. Complex games, possible."
In this talk I'll discuss some of the sugar layers being developed on top of SDL Perl, including game loops, widgets, physics engines and full-fledged frameworks for easy game development.
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
Cross-platform game engine development with SDL 2.0Leszek Godlewski
Lecture from the WGK 2013 game development conference
The SDL library (Simple DirectMedia Layer) - known as "the open source response to DirectX" - lets you forget about all the boilerplate in game development on platforms ranging from Windows, through Linux and Mac OS X, to iOS and Android. While still in active development, version 2.0 of SDL provides new and improved functionality, including touch input and force feedback support. It also ships with the Steam Linux Library. This lecture provides an overview of the library's capabilities and some useful tricks.
We Love Performance! How Tic Toc Games Uses ECS in Mobile Puzzle GamesUnity Technologies
Tic Toc Games recently implemented Unity's Entity Component System (ECS) in their mobile puzzle engine, which brought both great performance improvements and faster iteration time. This intermediate-level session will explain why ECS is able to process data much faster, how they increased iteration speed using ECS, and their experience learning and working with Unity's ECS package.
Garth Smith - Tic Toc Games
Unity asset workflows for Film and Animation pipelines - Unite Copenhagen 2019Unity Technologies
The use of Unity in film and animation pipelines is still a growing area, and the best way to get started isn't often clear to new users. We'll cover the necessary methods and steps for getting data from external content sources into and out of Unity, with a focus on industry standard technologies and applications, such as Universal Scene Description (USD) and Alembic.
Speaker:
Chris Redmann - Unity
Watch the session on YouTube: https://youtu.be/BtKMvecBIbc
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Introduction to Game Programming TutorialRichard Jones
The slides to accompany the Introduction to Game Programming tutorial I ran at LCA 2010. The tutorial ran over 90 minutes with the participants following along.
Flink Forward Berlin 2017: David Rodriguez - The Approximate Filter, Join, an...Flink Forward
In this talk we introduce the notion of approximate filter, join, and groupby operations for arrays. Typically, Flink streams contain primitive types and tuples where filter, join, and groupby operate on exact matches. But, exact matches are sometimes limiting. For example, the objects Array(100, 0, 100) and Array(100, 0, 101) may be “close enough” to match. To solve this problem, we introduce locality sensitive hashing (LSH) for arrays of numeric and string types. This technique encodes arrays into strings so that similar arrays are encoded to the same string. In other words, we ensure matching when arrays are similar, up to a degree of error. Therefore, it is easy to incorporate new approximate filter, join, and groupby design patterns built on the notion of exact matches. In conclusion, we highlight how Cisco Umbrella streams large signals stored in arrays and then clusters them using approximate filter, join, groupby methods to detect waves of botnets and cybercrime online.
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, and 2D video frame buffer - a core component of the PDK.
Over the past couple of years the SDL Perl bindings have gone through a complete rewrite, making them modular, stable, faster, multiplatform, 1:1 compatible with libsdl and fixing several memory leaks while at it.
The community is more alive than ever and now the SDL Perl project is ready to move the Perl motto into gamedev:
"Simple games, easy. Complex games, possible."
In this talk I'll discuss some of the sugar layers being developed on top of SDL Perl, including game loops, widgets, physics engines and full-fledged frameworks for easy game development.
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
Cross-platform game engine development with SDL 2.0Leszek Godlewski
Lecture from the WGK 2013 game development conference
The SDL library (Simple DirectMedia Layer) - known as "the open source response to DirectX" - lets you forget about all the boilerplate in game development on platforms ranging from Windows, through Linux and Mac OS X, to iOS and Android. While still in active development, version 2.0 of SDL provides new and improved functionality, including touch input and force feedback support. It also ships with the Steam Linux Library. This lecture provides an overview of the library's capabilities and some useful tricks.
We Love Performance! How Tic Toc Games Uses ECS in Mobile Puzzle GamesUnity Technologies
Tic Toc Games recently implemented Unity's Entity Component System (ECS) in their mobile puzzle engine, which brought both great performance improvements and faster iteration time. This intermediate-level session will explain why ECS is able to process data much faster, how they increased iteration speed using ECS, and their experience learning and working with Unity's ECS package.
Garth Smith - Tic Toc Games
Unity asset workflows for Film and Animation pipelines - Unite Copenhagen 2019Unity Technologies
The use of Unity in film and animation pipelines is still a growing area, and the best way to get started isn't often clear to new users. We'll cover the necessary methods and steps for getting data from external content sources into and out of Unity, with a focus on industry standard technologies and applications, such as Universal Scene Description (USD) and Alembic.
Speaker:
Chris Redmann - Unity
Watch the session on YouTube: https://youtu.be/BtKMvecBIbc
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Introduction to Game Programming TutorialRichard Jones
The slides to accompany the Introduction to Game Programming tutorial I ran at LCA 2010. The tutorial ran over 90 minutes with the participants following along.
Flink Forward Berlin 2017: David Rodriguez - The Approximate Filter, Join, an...Flink Forward
In this talk we introduce the notion of approximate filter, join, and groupby operations for arrays. Typically, Flink streams contain primitive types and tuples where filter, join, and groupby operate on exact matches. But, exact matches are sometimes limiting. For example, the objects Array(100, 0, 100) and Array(100, 0, 101) may be “close enough” to match. To solve this problem, we introduce locality sensitive hashing (LSH) for arrays of numeric and string types. This technique encodes arrays into strings so that similar arrays are encoded to the same string. In other words, we ensure matching when arrays are similar, up to a degree of error. Therefore, it is easy to incorporate new approximate filter, join, and groupby design patterns built on the notion of exact matches. In conclusion, we highlight how Cisco Umbrella streams large signals stored in arrays and then clusters them using approximate filter, join, groupby methods to detect waves of botnets and cybercrime online.
The OpenGL callback functions are based on Publish–subscribe pattern. There are certain scenario where you don't know the exact time when to capture an input. In that case you would tell the platform to notify "your program" when the input arrives and mean while can do other jobs(Displaying certain things one the screens).
Tic Tac Toe unite is an android application game based on Artificial Intelligence .Download the game on google play store at https://play.google.com/store/apps/details?id=com.thesarthakapp.tictactoeunite
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
3. Event
vs
Polling
• Polling
– Do
something
on
each
frame,
really
fast
– Was
mouse
clicked?
Was
mouse
clicked?
Was
mouse
clicked?
– Good
for
arcade
games
• Event
– Do
something
when
event
handles
– NoIfy
when
mouse
was
clicked
– UI
elements
such
as
buJons
• Mouse
/
touch
/
keyboard
can
be
received
either
polling
or
event
handling
4. public class MyInputProcessor implements InputProcessor {
@Override
public boolean keyDown (int keycode) {
return false;
}
@Override
public boolean keyUp (int keycode) {
return false;
}
@Override
public boolean keyTyped (char character) {
return false;
}
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean touchUp (int x, int y, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged (int x, int y, int pointer) {
return false;
}
@Override
public boolean mouseMoved (int x, int y) {
return false;
}
@Override
public boolean scrolled (int amount) {
return false;
}
}
MyInputProcessor inputProcessor = new MyInputProcessor();
Gdx.input.setInputProcessor(inputProcessor);
5. Polling
Touch
/
Keyboard
• For
most
arcade
games,
polling
is
good
• MulItouch
is
supported!
– boolean firstFingerTouching = Gdx.input.isTouched(0);
– boolean secondFingerTouching = Gdx.input.isTouched(1);
– int firstX = Gdx.input.getX();
– int firstY = Gdx.input.getY();
– int secondX = Gdx.input.getX(1);
– int secondY = Gdx.input.getY(1);
• Keyboard
– boolean isAPressed = Gdx.input.isKeyPressed(Keys.A);
7. Accelerometer
• An
accelerometer
measures
the
acceleraIon
of
a
device
on
three
axes
• From
this
acceleraIon
one
can
derive
the
Ilt
or
orientaIon
of
the
device.
– Phones:
portrait
default
– Tablet:
landscape
default
• LibGDX
shows
accelerometer
readings
always
as
in
the
image
9. Accelerometer
Readings
• Accelerometer
readings
can
be
accessed
– float accelX = Gdx.input.getAccelerometerX();
– float accelY = Gdx.input.getAccelerometerY();
– float accelZ = Gdx.input.getAccelerometerZ();
• When
moving
and
if
in
landscape
mode
in
android,
noIce
X
vs
Y!
– speedX += Gdx.input.getAccelerometerY();
11. GestureDetector
• TouchDown
• LongPress
• Tap
• Pan
– Useful
for
camera
panning
in
2D
• PanStop
• Fling
• Zoom
– Camera
zooming
• Pinch
– Camera
zooming
+
rotaIon
12. StarIng
to
Listen
to
Gestures
• Really
easy
– Gdx.input.setInputProcessor(new
GestureDetector(new MyGestureListener()));
• MyGestureListener
is
some
class
that
implements
GestureListener
13. public class MyGestureListener implements GestureListener {
@Override
public boolean touchDown(float x, float y, int pointer, int button) {}
@Override
public boolean tap(float x, float y, int count, int button) {}
@Override
public boolean longPress(float x, float y) {}
@Override
public boolean fling(float velocityX, float velocityY, int button) {}
@Override
public boolean pan(float x, float y, float deltaX, float deltaY) {}
@Override
public boolean panStop(float x, float y, int pointer, int button) {}
@Override
public boolean zoom (float originalDistance, float currentDistance){}
@Override
public boolean pinch (Vector2 initialFirstPointer, Vector2 initialSecondPointer,
Vector2 firstPointer, Vector2 secondPointer){}
}