Chilli Works is introducing Chilli Source, a free and open-source game engine. It was developed by game developers to give them more control over game development. Chilli Source allows developers to build 2D and 3D games across mobile and desktop platforms. It features common game engine components like rendering, lighting, and networking capabilities. Chilli Works demonstrates how to build a simple Pong game using Chilli Source and its components. They encourage users to use, provide feedback on, and contribute to Chilli Source.
Birdpie is a web application that aggregates all tweeted links from a Twitter user and allows the user to manage those links. It auto-tags the links, categorizes them, and resolves shortened URLs to show the full link and page title. Users can sign in through Twitter OAuth to access their tweeted links. Birdpie uses a background worker architecture with Resque and Redis to crawl, resolve, tag, and update link counts.
Designing and building for the editor experienceAndreas Sahle
This document discusses designing content management interfaces for editors. It emphasizes that editors think in pages and see everything as content. Interfaces should be simple, intuitive, and avoid clutter. Forms should separate content from attributes and validation errors should be displayed next to the relevant fields. Widgets like autocomplete need to provide relevant metadata. The goal is to streamline interfaces and only present what editors need through custom menus and dashboards.
This document discusses various tools for debugging mobile web applications. It begins with an introduction to the author and then outlines debugging tools available in major desktop and mobile browsers. This includes Firebug, IE Developer Tools, Safari Developer Tools, Chrome Developer Tools, Opera Developer Tools, and Firefox Developer Tools. It also discusses tools that work across browsers like jsconsole.com and WEINRE. Finally, it discusses the potential for a unified remote debugging protocol and experiments with debugging multiple browsers and platforms using Firefox Developer Tools.
This document discusses using South to manage schema migrations for Django projects. South allows databases to stay synchronized with Django models by handling the application and rollback of migrations. It creates migration files to modify the database schema and data migrations to handle moving data between models. The normal workflow with South involves generating migrations with changes to models, running migrations to apply them to the database, and rolling back as needed. It also addresses avoiding issues when multiple developers work with migrations under source control.
Itemscript, a specification for RESTful JSON integration{item:foo}
The document discusses Itemscript, a declarative language based on JSON that separates design from construction for simple yet powerful application development. Itemscript uses JSON schemas and application markup to define application structure and behavior declaratively. It aims to provide business agility through lean development using declarations that allow developers and users to iteratively discover needs and evolve applications.
1. The document discusses a proposed initiative in Russia called the "National Program to Upgrade Human Resources" or "Global Education for the Russians" which aims to significantly increase the number of Russians studying at globally leading universities and returning home.
2. It notes that while countries like China, the US, and India have stepped up their efforts to educate their citizens abroad and attract them back, Russia has used this strategy to a very limited extent.
3. The proposed program would provide financing for Russians to study abroad, support with the application process, and job placement upon return, with the condition that the state only pays for those who return to Russia. The goal is to more efficiently acquire modern
Birdpie is a web application that aggregates all tweeted links from a Twitter user and allows the user to manage those links. It auto-tags the links, categorizes them, and resolves shortened URLs to show the full link and page title. Users can sign in through Twitter OAuth to access their tweeted links. Birdpie uses a background worker architecture with Resque and Redis to crawl, resolve, tag, and update link counts.
Designing and building for the editor experienceAndreas Sahle
This document discusses designing content management interfaces for editors. It emphasizes that editors think in pages and see everything as content. Interfaces should be simple, intuitive, and avoid clutter. Forms should separate content from attributes and validation errors should be displayed next to the relevant fields. Widgets like autocomplete need to provide relevant metadata. The goal is to streamline interfaces and only present what editors need through custom menus and dashboards.
This document discusses various tools for debugging mobile web applications. It begins with an introduction to the author and then outlines debugging tools available in major desktop and mobile browsers. This includes Firebug, IE Developer Tools, Safari Developer Tools, Chrome Developer Tools, Opera Developer Tools, and Firefox Developer Tools. It also discusses tools that work across browsers like jsconsole.com and WEINRE. Finally, it discusses the potential for a unified remote debugging protocol and experiments with debugging multiple browsers and platforms using Firefox Developer Tools.
This document discusses using South to manage schema migrations for Django projects. South allows databases to stay synchronized with Django models by handling the application and rollback of migrations. It creates migration files to modify the database schema and data migrations to handle moving data between models. The normal workflow with South involves generating migrations with changes to models, running migrations to apply them to the database, and rolling back as needed. It also addresses avoiding issues when multiple developers work with migrations under source control.
Itemscript, a specification for RESTful JSON integration{item:foo}
The document discusses Itemscript, a declarative language based on JSON that separates design from construction for simple yet powerful application development. Itemscript uses JSON schemas and application markup to define application structure and behavior declaratively. It aims to provide business agility through lean development using declarations that allow developers and users to iteratively discover needs and evolve applications.
1. The document discusses a proposed initiative in Russia called the "National Program to Upgrade Human Resources" or "Global Education for the Russians" which aims to significantly increase the number of Russians studying at globally leading universities and returning home.
2. It notes that while countries like China, the US, and India have stepped up their efforts to educate their citizens abroad and attract them back, Russia has used this strategy to a very limited extent.
3. The proposed program would provide financing for Russians to study abroad, support with the application process, and job placement upon return, with the condition that the state only pays for those who return to Russia. The goal is to more efficiently acquire modern
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
This document outlines the game development pipeline, including concept, preproduction, production, and post-production phases. Concept involves defining the genre, audience, and initial ideas. Preproduction consists of learning tools, organizing design documents, prototyping, and refining concepts. Production uses agile sprints to iteratively develop the game. Post-production focuses on quality assurance testing, platform certification, and ongoing support/DLC. The goal is to deliver a fun game through this structured yet flexible process.
Lessons learned: Choosing your documentation systemPronovix
My team faced several questions a year ago when we started our brand new documentation portal. - Are we going to set up a platform based on an existing solution? - Are we going to create our own platform? - Are we going to use existing internal tools like Confluence?
To answer those questions we created our own process to guide our decision making: - First create a vision how your documentation should look like - Then test as many platforms as possible - Realize non are quite what you want - Realise you do not want to reinvent the wheel - Figure out how you can glue different solution together to get exactly what you want
We ended up with a mix of existing technologies like Doxygen and Sphinx, glued together with custom python scripts. This allowed us to rely on proven technology and still have the flexibility to tweak the result to our requirements, getting the best of both worlds. The biggest benefit of our solution is that it uses Unit tests to ensure that the documentation and the API stay in sync and developers are forced to update documentation when they change the API. This was one of the biggest benefits we gained from our new documentation system compared to the previously used.
In this talk I will go into detail how we created and implemented our process, how it worked out for us and why your team might want to follow a similar process.
At the end of the talk you will have a better understanding of - How to do research and compare documentation platforms - How to perform an informed decision for their documentation needs - How not quite reinvent the wheel and get what you want.
The document provides an introduction and overview of the new features in DotNetNuke 6. Some of the key highlights include:
- The conversion of DotNetNuke from VB.NET to C# for improved performance and maintenance.
- A redesigned user interface with new templates, control panels, and module categorization.
- Updates to the RadEditor and new icon APIs for developers and designers.
- New folder providers that integrate with Amazon S3 and Windows Azure cloud services.
- An expanded commerce module and new SharePoint connector for the commercial editions.
Extensive testing was conducted during development, including over 1500 manual and 500 automated test cases. A demo of the new
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
The document discusses game production and the role of a game producer. It covers the different stages of game development from pre-production to live operations. It highlights the tasks and challenges for game producers at various team sizes and levels of experience. It also provides tips on using agile development practices, quality assurance, and dealing with challenges during the COVID-19 pandemic such as remote work. The document recommends joining an online game development course to learn more about the game production process.
DevOpsDays Silicon Valley 2014 - The Game of OperationsRandy Shoup
Operating online games is fun and challenging. Games are some of the spikiest workloads around, and real-time really means *real-time*. Randy shares many of the DevOps techniques his team has put into practice at KIXEYE: Cloud infrastructure, Service teams, and DevOps Culture. He talks about elastic workloads, micro-services, configuration automation, and a common service "chassis". He further discusses the organizational and technical disciplines of team autonomy, internal vendor-customer relationships, and, of course, "you build it, you run it"!
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
#SPSHouston Automating your digital workplace proivisioning with #Azure Durab...Vincent Biret
Slides supporting the session during SharePoint Saturday Houston. Talking about Azure Durable Functions, SharePoint Framework, Architecture, and the Microsoft Graph
The document discusses Playfab's new User Generated Content service, which allows game developers to empower players to create and share custom content. It describes how the service works, including how players can upload, manage, search for, and consume UGC items. It also covers basics of moderation and roadmap items like community moderation and deeper commerce support.
Highs, lows & random rants on SharePoint 2013 - Experiences from implementing a governance and quality management in SharePoint 2013. Presented at Norwegian SharePoint Community June 17th, 2013.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
Write retrogames in the web and add something more with AzureMarco Parenzan
Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Così nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi più semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalità, così per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
Essential Tools for Product Managers and Marketers (Oct 2011)Jesse Gant
This document provides a summary of essential tools for product managers and marketers across various categories such as office tools, meetings/events, collaboration, project management, requirements gathering, design, analytics, testing, marketing, social media, and support. It lists popular tools in each category and some up-and-coming alternatives. The document is intended to help product managers and marketers select appropriate tools for their needs.
Beyond White: Embracing the iOS Design AestheticJanie Clayton
This document discusses embracing the iOS design aesthetic beyond just "flat" design. It notes issues with the minimalism of iOS 7 design and lack of ways to give apps personality. It advocates experimenting with animations, depth effects, and more. The document provides advice for working with designers, including being clear about design wants and needs, and paying designers for their work. It encourages starting design work through drawing and copying styles before trying to be original.
Azure SignalR is a fully-managed service that adds real-time functionality to your applications. Have you ever wanted to build a chat application or perhaps a real-time dashboard. Or perhaps you just want live updates immediately from the server to your client. There are many scenarios to use this new service.
In this session I will show you what Azure SignalR is and how we can configure with Azure Functions and a SPFx Web Part.
Dan Adams gave a presentation on customizing SharePoint 2013 search. He discussed some of his favorite search features in SharePoint 2013 including content by search, hover panels, continuous crawls, and result sources. He addressed common myths around search and provided examples of when the query builder syntax is incorrect. Adams walked through customizing search for a scenario where the director wanted a new search vertical for sporting events along with additional refiners and filters. He briefly touched on display templates and their importance for controlling search results.
Dan Adams gave a presentation on customizing SharePoint 2013 search. He discussed some of his favorite search features in SharePoint 2013 like result sources and display templates. He explained common myths around search and walked through an example of creating a new search vertical for sporting events. Adams also briefly touched on managed properties, result sources, and display templates. The presentation was intended to demonstrate how to better utilize the search capabilities in SharePoint 2013 to meet business needs.
This document summarizes Christoph Becher's presentation about building games with Unity 3D. The presentation covers setting up an indie game studio, key considerations for teams of all sizes using Unity, and establishing pipelines and processes for managing assets and code across platforms and DLC. It emphasizes keeping projects organized and establishing automated workflows to simplify collaboration and releasing.
The Steadfast and Reliable Bull: Taurus Zodiac Signmy Pandit
Explore the steadfast and reliable nature of the Taurus Zodiac Sign. Discover the personality traits, key dates, and horoscope insights that define the determined and practical Taurus, and learn how their grounded nature makes them the anchor of the zodiac.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
This document outlines the game development pipeline, including concept, preproduction, production, and post-production phases. Concept involves defining the genre, audience, and initial ideas. Preproduction consists of learning tools, organizing design documents, prototyping, and refining concepts. Production uses agile sprints to iteratively develop the game. Post-production focuses on quality assurance testing, platform certification, and ongoing support/DLC. The goal is to deliver a fun game through this structured yet flexible process.
Lessons learned: Choosing your documentation systemPronovix
My team faced several questions a year ago when we started our brand new documentation portal. - Are we going to set up a platform based on an existing solution? - Are we going to create our own platform? - Are we going to use existing internal tools like Confluence?
To answer those questions we created our own process to guide our decision making: - First create a vision how your documentation should look like - Then test as many platforms as possible - Realize non are quite what you want - Realise you do not want to reinvent the wheel - Figure out how you can glue different solution together to get exactly what you want
We ended up with a mix of existing technologies like Doxygen and Sphinx, glued together with custom python scripts. This allowed us to rely on proven technology and still have the flexibility to tweak the result to our requirements, getting the best of both worlds. The biggest benefit of our solution is that it uses Unit tests to ensure that the documentation and the API stay in sync and developers are forced to update documentation when they change the API. This was one of the biggest benefits we gained from our new documentation system compared to the previously used.
In this talk I will go into detail how we created and implemented our process, how it worked out for us and why your team might want to follow a similar process.
At the end of the talk you will have a better understanding of - How to do research and compare documentation platforms - How to perform an informed decision for their documentation needs - How not quite reinvent the wheel and get what you want.
The document provides an introduction and overview of the new features in DotNetNuke 6. Some of the key highlights include:
- The conversion of DotNetNuke from VB.NET to C# for improved performance and maintenance.
- A redesigned user interface with new templates, control panels, and module categorization.
- Updates to the RadEditor and new icon APIs for developers and designers.
- New folder providers that integrate with Amazon S3 and Windows Azure cloud services.
- An expanded commerce module and new SharePoint connector for the commercial editions.
Extensive testing was conducted during development, including over 1500 manual and 500 automated test cases. A demo of the new
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
The document discusses game production and the role of a game producer. It covers the different stages of game development from pre-production to live operations. It highlights the tasks and challenges for game producers at various team sizes and levels of experience. It also provides tips on using agile development practices, quality assurance, and dealing with challenges during the COVID-19 pandemic such as remote work. The document recommends joining an online game development course to learn more about the game production process.
DevOpsDays Silicon Valley 2014 - The Game of OperationsRandy Shoup
Operating online games is fun and challenging. Games are some of the spikiest workloads around, and real-time really means *real-time*. Randy shares many of the DevOps techniques his team has put into practice at KIXEYE: Cloud infrastructure, Service teams, and DevOps Culture. He talks about elastic workloads, micro-services, configuration automation, and a common service "chassis". He further discusses the organizational and technical disciplines of team autonomy, internal vendor-customer relationships, and, of course, "you build it, you run it"!
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
#SPSHouston Automating your digital workplace proivisioning with #Azure Durab...Vincent Biret
Slides supporting the session during SharePoint Saturday Houston. Talking about Azure Durable Functions, SharePoint Framework, Architecture, and the Microsoft Graph
The document discusses Playfab's new User Generated Content service, which allows game developers to empower players to create and share custom content. It describes how the service works, including how players can upload, manage, search for, and consume UGC items. It also covers basics of moderation and roadmap items like community moderation and deeper commerce support.
Highs, lows & random rants on SharePoint 2013 - Experiences from implementing a governance and quality management in SharePoint 2013. Presented at Norwegian SharePoint Community June 17th, 2013.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
Write retrogames in the web and add something more with AzureMarco Parenzan
Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Così nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi più semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalità, così per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
Essential Tools for Product Managers and Marketers (Oct 2011)Jesse Gant
This document provides a summary of essential tools for product managers and marketers across various categories such as office tools, meetings/events, collaboration, project management, requirements gathering, design, analytics, testing, marketing, social media, and support. It lists popular tools in each category and some up-and-coming alternatives. The document is intended to help product managers and marketers select appropriate tools for their needs.
Beyond White: Embracing the iOS Design AestheticJanie Clayton
This document discusses embracing the iOS design aesthetic beyond just "flat" design. It notes issues with the minimalism of iOS 7 design and lack of ways to give apps personality. It advocates experimenting with animations, depth effects, and more. The document provides advice for working with designers, including being clear about design wants and needs, and paying designers for their work. It encourages starting design work through drawing and copying styles before trying to be original.
Azure SignalR is a fully-managed service that adds real-time functionality to your applications. Have you ever wanted to build a chat application or perhaps a real-time dashboard. Or perhaps you just want live updates immediately from the server to your client. There are many scenarios to use this new service.
In this session I will show you what Azure SignalR is and how we can configure with Azure Functions and a SPFx Web Part.
Dan Adams gave a presentation on customizing SharePoint 2013 search. He discussed some of his favorite search features in SharePoint 2013 including content by search, hover panels, continuous crawls, and result sources. He addressed common myths around search and provided examples of when the query builder syntax is incorrect. Adams walked through customizing search for a scenario where the director wanted a new search vertical for sporting events along with additional refiners and filters. He briefly touched on display templates and their importance for controlling search results.
Dan Adams gave a presentation on customizing SharePoint 2013 search. He discussed some of his favorite search features in SharePoint 2013 like result sources and display templates. He explained common myths around search and walked through an example of creating a new search vertical for sporting events. Adams also briefly touched on managed properties, result sources, and display templates. The presentation was intended to demonstrate how to better utilize the search capabilities in SharePoint 2013 to meet business needs.
This document summarizes Christoph Becher's presentation about building games with Unity 3D. The presentation covers setting up an indie game studio, key considerations for teams of all sizes using Unity, and establishing pipelines and processes for managing assets and code across platforms and DLC. It emphasizes keeping projects organized and establishing automated workflows to simplify collaboration and releasing.
Similar to ChilliSource PGConnects Master Class (20)
The Steadfast and Reliable Bull: Taurus Zodiac Signmy Pandit
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Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
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https://www.britannica.com/event/Expo-Shanghai-2010
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4 Benefits of Partnering with an OnlyFans Agency for Content Creators.pdfonlyfansmanagedau
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3. What is Chilli Source?
• Free, open-source game engine
• Developed by game devs for game
devs
• Used to make real games for real
companies
@Chilli_Works
5. Why on earth did you make
this?
• Closed source issues
• Wanted more control
• Few alternatives
• Started with a small core and built
• Modernised
@Chilli_Works
6. Why open source it?
• Why not?
• We had something good
• Felt others could benefit
• Fresh ideas, suggestions
and perspectives
@Chilli_Works
7. Why should I use it?
• Take Control!
• Cross platform. Mobile friendly
• Modularity and consistency
• We are committed!
@Chilli_Works
8. Features
• iOS, Android, Kindle Fire, Windows PC
• 2D and 3D including skinned animation
• Lighting and Shadows
• Shaders
• Networking
• Audio
• Powerful GUI
@Chilli_Works
9. Pong
• Quick example of building a game
• Source engine - might be a bit dry!
@Chilli_Works
10. Getting Started
• Download engine from GitHub
• https://github.com/ChilliWorks/ChilliSou
rce
• Create new project with Project
Generator
• Open with your favourite IDE
@Chilli_Works
11. The Camera
• Add Camera Component to Entity
• Add Entity to Scene
@Chilli_Works
12. The Arena: Model
• Proprietary model format
• convert from Collada
• Models loaded through Resource Pool
@Chilli_Works
13. The Arena: Material
• Materials describe how an object is
rendered
• It’s texture, shading type, etc
@Chilli_Works
14. The Arena: Rendering
• Create Mesh Component from Model
and Material and add to Entity
• Very similar to creating Camera
@Chilli_Works
15.
16. The Player: Components
• Add a player paddle
• Rendered exactly the same as Arena
• Custom logic component for
movement
@Chilli_Works
17. The Player: Input
• Needs some input: Pointer System
• Touch or Mouse input
• Event based
@Chilli_Works
18.
19. The Rest
• That’s it.
• Can now easily add an opponent and
ball
• Once again same components for
rendering
• New logic components for ball and
paddle AI
@Chilli_Works
22. What do you want from us?
• You!
• Add features. Make fixes
• Use it. Find bugs. Make suggestions
• Check out chilli-works.com
• Visit booth 118
• This is just the start…
@Chilli_Works
Scott and Ian from Chilli Works
Here to talk about open source game engine ChilliSource.
What it is and master class
New company branching from Tag Games.
Started life as Tag Games tech team.
Standing on or own.
Launching tech suite
Metrics and connect
Free open source.
Comparable to cocos and marmalade
On git hub under MIT
By game devs for game devs. On the front line not a tech bubble.
Good pedigree.
Big publishers
Mixture of games
Why not use existing solutions
We never set out to make a game engine.
Issues with closed source not working to the same time scales.
We looked around for alternatives that met the criteria but there were none at the time.
Started with tech we had and built.
Over the last year we have modernised dramatically.
We created something that was good.
Wanted to take it to the next level.
Marc says why not?
Seems flippant but no compelling reasons against.
Wanted to give back.
We used it. Employees used it at home. Met our demands. Could meet others who are similar.
Avoid tunnel vision. Fresh ideas outsiders perspective.
We wanted collaboration.
It’s free now and forever.
Take control. Fork it. Have a say. Work to your timescales and demands.
Cross platform. More platforms in the future.
Built with mobile in mind.
Modular, lightweight use what you need. Consistency.
ChilliWorks and Tag committed.
This is our day job and not a pet project.
Good feedback from seeded studios.
Features
Including UI tool.
Hand over to Ian for getting started building a 3d pong game.
Hi, I’m Ian, Chilli Source dev.
Scott explained a little about engine.
I’ll demonstrate building a game using the engine: Simple pong game.
Source engine so code snippets; might be dry.
Download the engine.
Create a project; provides everything needed for a new project; runs out of the box.
No proprietary IDE; Open in your favourite, Visual Studio, Xcode or Eclipse.
Build it and it should run; though just a blank screen.
We’ve setup; now build a game. Add a camera.
All objects entities
Entities are transform and container for pieces of functionality.
Functionality described through components.
Components contain any logic related to a single object:
Model renderer
Player movement
Enemy health.
Common pattern, most modern engines use something similar.
In this case we’re adding a camera. Camera is an entity with Camera Component.
Code snippet:
Render Component Factory: A system for all rendering related components, Models, sprites, particles.
Application: A container for global systems.
Create the component and attach to entity.
Has no effect of world until added to scene.
We can see, but nothing to look at: Add arena model.
Proprietary model format: CSModel
For performance.
Only contains exactly what is needed to render the model, no fat.
Data formatted for GPU.
Important for mobile.
Problem with proprietary formats: support.
Solved: simple conversion tool from Collada.
Collada universal support in 3D model packages: 3DS Max, Maya and Blender.
Have model file, need to load into game.
Resource Pool:
Main purpose: cache resources so future loads use the existing version.
Provides a consistent interfaces for all resource loading.
Also provides other ways to load resources, such as asynchronous loading.
Code Snippet:
Simply get resource pool; again from Application.
Call load resource.
Also need material
Describes how a model is rendered
Texture, shading, blending mode
Provides various methods of shading; different lighting types.
Custom shaders.
XML format.
Basic example:
Blinn-phong lighting.
Single texture.
Code snippet:
Again, the resource pool is used to load the material.
Now that we’ve got all the resources, we need to do some actual rendering.
This is handled via components.
Again Render Component Factory with model and factory.
This should look very similar to Camera.
Consistency core principles of the engine.
Understand basic concepts, Entity, Component, Systems and Resources
If you can load and render a model, you probably know how to load and render a particle effect.
Run the game, can see model.
Add some game play: Player Paddle.
Rendered using the same concepts.
For the player movement; need a custom logic component.
Slightly more involved, but still easy.
New class, inheriting from Component
Provides a series of lifecycle events.
Many more than in the example.
The component will need to handle user input.
Mouse/Touch input managed through the Pointer System.
Uses our event system.
Many aspects on the engine use events.
Provide a means to listen for event; execute code.
Code Snippet:
Get pointer system; again from Application.
Open a connection with the pointer moved event.
Hold on to connection handle.
Whenever the pointer moves, update position called.
Simply moves the paddle up and down the screen with the pointer.
Some movement!
And that’s it really!
The concepts shown here are pretty much everything needed to build a simple game.
finish off pong: Add 2 new entities, opponent and a ball.
Each are rendered in the same way as the last 2.
New components for logic.
And there you go: a simple pong game.
The example here was based off sample project.
The CSPong sample gives in-depth “tour” through the engine.
The samples can be found in our samples repository at link. Also have tutorials and documentation on our website
Covers this in more details, and more.
Hand back to Scott.
Thanks Ian. Piqued interest. Download after the talk.
We came to raise awareness and also to build a community.
Unlike others we are actively encouraging contributions. In all sizes.
Shape it and drive it in direction you want.
We are responsive and committed.
Share experience and pool together.
Important to recognise contributions.
Visit us.
Thank you
Questions