This document discusses 3D capabilities on the Android platform, including a history of Android and OpenGL ES. It provides information on jMonkeyEngine and jPCT-AE as 3D game engines for Android, and walks through workflows for importing 3D models into these engines from Maya, including using plugins and exporting OBJ/MTL sequences. Key steps discussed are installing Java JDK, configuring environment variables, importing models in j3o format for jMonkeyEngine or OBJ/MTL sequences for jPCT-AE.
Introduction to html5 game programming with ImpactJsLuca Galli
A brief introduction to HTML5 Game Development that describes and use ImpactJs, one of the most famous and complete frameworks for HTML5 Games, mostly for learning purposes. The benefits of HTML5 Games are described, along with the importance of using a Framework and describing in details the ImpactJs Game Engine (no code provided, since it's proprietary). Two different games are coded on the fly during the lesson, while providing tips and suggestions. The Reference, Bibliography and Resources section provide useful pointers for beginners.
Introduction to html5 game programming with ImpactJsLuca Galli
A brief introduction to HTML5 Game Development that describes and use ImpactJs, one of the most famous and complete frameworks for HTML5 Games, mostly for learning purposes. The benefits of HTML5 Games are described, along with the importance of using a Framework and describing in details the ImpactJs Game Engine (no code provided, since it's proprietary). Two different games are coded on the fly during the lesson, while providing tips and suggestions. The Reference, Bibliography and Resources section provide useful pointers for beginners.
What are Progressive Web Apps and should you build one? This presentation looks at the problems PWA is aiming to solve and shows you how to get started.
Multiplayer game with unity3 d and meteorDesignveloper
Those who were not able to attend our 4th Meteor Ho Chi Minh meetup at September 17th could find all about Multiplayer Game with Unity3D and Meteor – one of the main topics of the meetup – in this blog.
Before digging into every facet of this post, you are required to have a fairly good background of Meteor and Unity3D.
This for developers who have not yet attempted the Android SDK.
This will give the needed clarity by giving the much needed initial push to setup your Windows development environment and build a sample Android application.
Automating Your Way out of the Dark Ages: Our Experience with (And Without) P...Burin Asavesna
This is a talk sharing TripCase's (http://phonegap.com/app/tripcase/) experience with (and without) PhoneGap Build. We'll walk through our journey and discuss how it shaped expectations on how quickly we should be getting our code in the hands of fellow testers and stakeholders.
What are Progressive Web Apps and should you build one? This presentation looks at the problems PWA is aiming to solve and shows you how to get started.
Multiplayer game with unity3 d and meteorDesignveloper
Those who were not able to attend our 4th Meteor Ho Chi Minh meetup at September 17th could find all about Multiplayer Game with Unity3D and Meteor – one of the main topics of the meetup – in this blog.
Before digging into every facet of this post, you are required to have a fairly good background of Meteor and Unity3D.
This for developers who have not yet attempted the Android SDK.
This will give the needed clarity by giving the much needed initial push to setup your Windows development environment and build a sample Android application.
Automating Your Way out of the Dark Ages: Our Experience with (And Without) P...Burin Asavesna
This is a talk sharing TripCase's (http://phonegap.com/app/tripcase/) experience with (and without) PhoneGap Build. We'll walk through our journey and discuss how it shaped expectations on how quickly we should be getting our code in the hands of fellow testers and stakeholders.
FGS 2011: Flash+ A Whole New Dimension for Gamesmochimedia
Lee Brimelow and Thibault Imbert discuss the future of Flash and announce the public availability of Adobe's new 3D API's (codenamed "Molehill") at Flash Gaming Summit 2011.
Rockin' the Web into the Next Dimension: JQueryTO 2014 Final KeynoteVerold
Mozilla gave the web development community a wake up call last year at GDC by demonstrating the Unreal Engine running in the browser. Graphics, audio, networking, all performing natively in Javascript, without plugins. The implications for game development are huge - no more painful porting to multiple platforms, and significantly faster user acquisition. But we’re not talking about technology in the latest game console, we’re talking about technology in your web browser. Technology that is available to you, as a web designer and developer. It’s pushing the frontier of web design, and we’re all going to be better for it.
Mozilla’s demo was made possible largely because of WebGL, the Javascript API that lets web developers write directly to the graphics card. WebGL is an open standard that has been gaining momentum over the last three years. Alone, it opens up massive opportunities for data visualization and high performance graphics in your web apps and games. But it’s not alone, it’s part of an alphabet soup of advanced features in modern browsers that give creative coders unprecedented freedom: WebGL for graphics, WebCL and Web Workers for processing, WebRTC for networking, Web Sockets for real-time services and hardware device access.
Folks, there is a new frontier to be explored. Thanks to your modern browser, you have more raw horsepower than you could ever have imagined. I’m going to show you what’s possible, and inspire you to reach out of your comfort zone and use this new freedom to create next generation user experiences. The web is sexy again, let’s rock it!
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
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.
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.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
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.
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.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
69. JMONKEY ENGINE – 3D WORKFLOW After that you need to add JAVA_HOME environment variable for your system.Here some links for this step:http://confluence.atlassian.com/display/DOC/Setting+the+JAVA_HOME+Variable+in+Windowshttp://ist.berkeley.edu/as-ag/technology/howto/install-java-sdk-win.html
71. JMONKEY ENGINE – 3D WORKFLOW But alas, JME is still unhappy – - possible other system preferences on my machine - I decide to move on… I check the tutorials on the JME site to see how I need to export my Maya files to get them into JME. http://jmonkeyengine.org/wiki/doku.php/jme3#tutorials_for_beginners
73. JMONKEY ENGINE – 3D WORKFLOW jME likes files in XML format for animated scenes so for this I need the OGRE XML Exporter Plugin Then convert the XML files to j3o format in jME for use in jME… more installation fun…
74. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya www.orgemax.com
75. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
76. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
77. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya ERROR!!!
78. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya ERROR!!!
79. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Copy the MLL plug-in file and paste it into the plug-in folder in your Maya directory
80. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Program Files / Autodesk / Maya#### /bin /plug-ins
81. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Restart Maya…. Pray a little…
82. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Yey!
83. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
84. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya The settings?... http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_asset
85. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
86. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
87. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Errors on import to jME – this is why it needs to be optimized and converted to j3o format for use in JME or it produces runtime errors… … over to the Devs!!
88. BACK TO DEVS… Material image size Ogre export file names Different way to import the bear Mesh (test) J3o (production)
90. 3D WORKFLOW - JPCT-AE jPCT likes OBJ and MTL files OBJ are model files so to import an animation into jPCT we need to export an OBJ /MTL sequence from Maya.
91. 3D WORKFLOW - JPCT-AE http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/export/c/obj-sequence-exporter
92. 3D WORKFLOW - JPCT-AE Copy the script file into Documents / Maya / 2010 /scripts
93. 3D WORKFLOW - JPCT-AE Load the script in the script editor in Maya
94. 3D WORKFLOW - JPCT-AE Load the script in the script editor in Maya
95. 3D WORKFLOW - JPCT-AE Execute using enter on numerical keypad / choose path / hit Export it!
96. 3D WORKFLOW - JPCT-AE This is what you get. Sequence of OBJ and MTL files.
97. BACK TO DEVS… InputStream objBear = am.open("bear.obj"); InputStream mtlBear = am.open("bear.mtl"); Object3D[] objs = Loader.loadOBJ(objBear, mtlBear, 4f);
Android is a software stack for mobile devices that includes an operating system, middleware and key applications.Android, Inc. was founded in Palo Alto, California, United States in October, 2003 by - Andy Rubin (co-founder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc.), Nick Sears (once VP at T-Mobile),[24] Chris White (headed design and interface development at WebTV) to develop, in Rubin's words "...smarter mobile devices that are more aware of its owner's location and preferences.” Despite the obvious past accomplishments of the founders and early employees, Android Inc. operated secretively, revealing only that it was working on software for mobile phones.
Google acquired Android Inc. in August 2005, making Android Inc. a wholly owned subsidiary of Google Inc. Key employees of Android Inc., including Andy Rubin, Rich Miner and Chris White, stayed at the company after the acquisition.At Google, the team led by Rubin developed a mobile device platform powered by the Linux kernel. Google marketed the platform to handset makers and carriers on the premise of providing a flexible, upgradable system. Google had lined up a series of hardware component and software partners and signaled to carriers that it was open to various degrees of cooperation on their part.On November 5, 2007, the Open Handset Alliance, a consortium of several companies which include Broadcom Corporation, Google, HTC, Intel, LG, Marvell Technology Group, Motorola, Nvidia, Qualcomm, Samsung Electronics, Sprint Nextel, T-Mobile and Texas Instruments unveiled itself. The goal of the Open Handset Alliance is to develop open standards for mobile devices.[10] On the same day, the Open Handset Alliance also unveiled their first product, Android, a mobile device platform built on the Linux kernel version 2.6.
OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics. The interface consists of over 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. OpenGL was developed by Silicon Graphics Inc. (SGI) in 1992 and is widely used in CAD, virtual reality, scientific visualization, information visualization, flight simulation, and video games. OpenGL is managed by the non-profit technology consortium Khronos Group.OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL
OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL 3D graphics application programming interface (API) designed for embedded devices such as mobile phones, PDAs, and video game consoles. OpenGL ES is managed by the not-for-profit technology consortium, the Khronos Group, Inc.OpenGL ES 1.0Contained much functionality stripped from the original OpenGL API and a little bit added. Two of the more significant differences between OpenGL ES and OpenGL are the removal of the glBegin ... glEnd calling semantics for primitive rendering (in favor of vertex arrays) and the introduction of fixed-point data types for vertex coordinates and attributes to better support the computational abilities of embedded processors, which often lack a floating point unit (FPU). Many other functions were removed in version 1.0 to produce a lightweight interface: for example, quad and polygon primitive rendering, texgen, line and polygon stipple, polygon mode, antialiased polygon rendering (with alpha border fragments, not multisample), ARB_Image class pixel operation functionality, bitmaps, 3D texture, drawing to the frontbuffer, accumulation buffer, copy pixels, evaluators, selection, feedback, display lists, push and pop state attributes, back-face material parameters, and user defined clip planes.OpenGL ES 1.1Adds to the OpenGL ES 1.0 functionality by introducing additional features such as mandatory support for multitexture, better multitexture support (with combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering.OpenGL ES 2.0OpenGL ES 2.0 was publicly released in March 2007,[2] eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1.
Texas Instruments OMAP (Open Multimedia Application Platform) is a category of proprietary system on chips (SoCs) for portable and mobile multimedia applications developed by Texas Instruments. OMAP devices generally include a general-purpose ARM architecture processor core plus one or more specialized co-processors. Earlier OMAP variants commonly featured a variant of the Texas Instruments TMS320 series digital signal processor.
jMonkeyEngine: jMonkey Engine (jME) is a leading Java Based 3D Game EnginejMonkey Engine (jME) is a high-performance 3D game engine, written entirely in Java. OpenGL is supported via LWJGL, with JOGL support in development. For sound, OpenAL is supported. Input via the keyboard, mouse, and other controllers is also supported.jPCT-AE(Android Edition) is a port of jPCT to Android. It’s a port, not just a new renderer for the normal version of jPCT to be more suitable for the Android platform. jPCT is a free, small, fast and easy to learn 3D engine for Java. It offers support for software and hardware rendering. jPCT offers you all the features you need to write a cool looking 3D game or application in Java in a short time. There is no need for an extra library for collision detection or a seperate GUI package to replace Swing/AWT.
jMonkeyEngine (jME) is a game engine made especially for modern 3D development. The entire project is based on Java for high accessibility. Advanced graphics are supported through OpenGL 2 via LWJGL.The technology is considered a low-level game development tool. As a collection of libraries, jMonkeyEngine hardly imposes any limitations on programmers, while increased user-friendliness and optional frameworks are applicable in use with the jMonkeyPlatform.jME is a community-centric open source project released under the new BSD license. It is used by several commercial game studios and educational institutions.------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------2003 Initial work on jMonkeyEngine was begun by Mark Powell (aka MojoMonkey) as a side project to see if a fully featured graphics API could be written in Java. Much of the early work on the API was inspired by David Eberly's C++ book 3D Game Engine Design.January 2004 Mark was joined by Joshua Slack (aka Renanse) and together over the following two years, with the help of other community contributors, a commercially viable API was developed.August 15, 2008 Joshua Slack announces to step back from active development of the jMonkeyEngine------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------jMonkeyEngine 3.0 Since the departure of jME's core developers in late 2008 the codebase remained practically stagnant for several months. The community kept committing patches, but the project was not moving in any clear direction. Version 3.0 started as nothing more than an experiment. The first preview release of jME3 in early 2009 created a lot of buzz in the community, and the majority agreed that this new branch would be the official successor to jME 2.0. From there on all the formalities were sorted out between the previous core developers and the new. The jME Core Team is now composed of six committed individuals.June 24, 2009 The project sees a new beginning in the official jMonkeyEngine 3.0 branch, initially designed and developed solely by Kirill Vainer. Management responsibilities are picked up by ErlendSoggeHeggen, shortly later accompanied by Skye Book.May 17, 2010 The first Alpha of jMonkeyEngine 3 is released. The same date marked the first Alpha release of the jMonkeyPlatform, only a few months after the first planning stages.[11] It was released as the "jMonkeyEngine SDK" and has since become the default product download recommended to all jME3 developers.
jPCT is a free, small, fast and easy to learn 3D engine for Java and Android. It offers support for software and hardware rendering.jPCT-AE (Android Edition) is a port of jPCT to Android. It's a port, not just a new renderer for the normal version of jPCT to be more suitable for the Android platform.