Dynamic tactical position evaluation functions are procedures that use static and dynamic information about the world to make tactical decisions at run-time. By having NPCs use a procedural description of the solution to a tactical decision, the solution can vary depending on the inputs. Using static information about the world as input makes sure the tactics are applicable at any place on the map. Using dynamic inputs makes sure they are applicable in multiple situations.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
This document discusses various optimizations for the z-buffer algorithm used in 3D graphics rendering. It covers hardware optimizations like early-z testing and double-speed z-only rendering. It also discusses software techniques like front-to-back sorting, early-z rendering passes, and deferred shading. Other topics include z-buffer compression, fast clears, z-culling, and potential future optimizations like programmable culling units. A variety of resources are provided for further reading.
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/putting-the-ai-back-into-air
Abstract: In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn. In Horizon, we've represented the flyable air space by use of a run-time generated height map. Queries can be done on this height map for positional information and navigation. We present a hierarchical path planning algorithm for finding a progressively more detailed path between two points. Additionally, we will touch on some gameplay related subjects, to show the additional challenges we faced in implementing the different flying behaviors, such as transitioning from air to ground and guided crash-landing.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
OpenGL is a cross-language API for 2D and 3D graphics rendering on the GPU. It was created by Silicon Graphics in 1992 and is now maintained by the Khronos Group. OpenGL provides an interface between software and graphics hardware to perform tasks like rendering, texture mapping, and shading. Developers write OpenGL code that gets translated into GPU commands by a driver for the specific graphics card. This allows hardware-accelerated graphics to be used across many platforms and programming languages.
Dynamic tactical position evaluation functions are procedures that use static and dynamic information about the world to make tactical decisions at run-time. By having NPCs use a procedural description of the solution to a tactical decision, the solution can vary depending on the inputs. Using static information about the world as input makes sure the tactics are applicable at any place on the map. Using dynamic inputs makes sure they are applicable in multiple situations.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
This document discusses various optimizations for the z-buffer algorithm used in 3D graphics rendering. It covers hardware optimizations like early-z testing and double-speed z-only rendering. It also discusses software techniques like front-to-back sorting, early-z rendering passes, and deferred shading. Other topics include z-buffer compression, fast clears, z-culling, and potential future optimizations like programmable culling units. A variety of resources are provided for further reading.
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/putting-the-ai-back-into-air
Abstract: In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn. In Horizon, we've represented the flyable air space by use of a run-time generated height map. Queries can be done on this height map for positional information and navigation. We present a hierarchical path planning algorithm for finding a progressively more detailed path between two points. Additionally, we will touch on some gameplay related subjects, to show the additional challenges we faced in implementing the different flying behaviors, such as transitioning from air to ground and guided crash-landing.
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
OpenGL is a cross-language API for 2D and 3D graphics rendering on the GPU. It was created by Silicon Graphics in 1992 and is now maintained by the Khronos Group. OpenGL provides an interface between software and graphics hardware to perform tasks like rendering, texture mapping, and shading. Developers write OpenGL code that gets translated into GPU commands by a driver for the specific graphics card. This allows hardware-accelerated graphics to be used across many platforms and programming languages.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesNaughty Dog
The document discusses challenges with updating large-scale engine systems, like animation and physics, on a moving train level in a game. A simple approach of just updating game objects sequentially each frame does not work well because it does not allow optimizing updates of different systems. The train in the game is dynamic rather than static, with each car following a spline path independently while maintaining proper spacing. Special handling is needed for updating the order of train cars and teleporting the train between locations.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
The document discusses tools for making 3D games and focuses on Unity as a game engine. It provides an overview of Unity's features such as its 3D visual editor, physics and lighting systems, scripting, and asset store. It also discusses approaches to programming in Unity using components and game objects as well as 3D art creation tools like Blender that can be used. The document aims to visually teach Unity and shows examples of games that can be built with it like a target shooting game or infinite runner.
Shader Model 5.0 introduces several new features for vertex, hull, domain, geometry, and pixel shaders, including uniform indexing of resources, SV_Coverage system value, and double precision support. Compute shaders also gain features like raw and structured buffer views, atomic operations, and thread local storage. Compute shaders are well-suited for general purpose GPU tasks like post-processing and can perform Gaussian blur more efficiently than pixel shaders by reducing memory bandwidth usage through thread local storage.
Horizon Zero Dawn: An Open World QA Case StudyGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/
Abstract: A retrospective of how Developer (Guerrilla) and Publisher QA (SIE) worked together in partnership to help deliver a AAA experience. The presentation will focus on the victories and the challenges we faced as part of testing such an ambitious open-world title, and leveraging automated test solutions and telemetry to inform exploratory test strategy. The presentation will talk about how we managed teams over a 21 month testing lifecycle, with a team ranging from small internal test teams, before scaling up to a team of 70+ people across the globe with tens of thousands of test hours invested. The presentation will cover the successes and challenges relating to our people; early engagement, communication, trust, agility and collaboration. Our processes; risk management, test strategy, and post launch support, and our tools; Telemetry, Risk Registers, Worldwide build delivery.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
This document summarizes Mark Kilgard's presentation on NVIDIA's OpenGL support in 2017. It discusses key points including the announcement of OpenGL 4.6 with SPIR-V support, NVIDIA's OpenGL driver updates, and recent advancements in OpenGL such as new extensions in 2014-2016 and the introduction of OpenGL 4.6 which bundles several new extensions. It also provides an overview of NVIDIA's leverage of the OpenGL codebase and shading compiler across multiple APIs.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
The document discusses rendering techniques for high quality characters in an unannounced game project called A1. It covers skin rendering using subsurface scattering with multiple scattering approximations. It also covers hair rendering using ordered independent transparency with a linked list approach integrated into UE4, as well as a physically based shading model for hair. Future work discussed includes improvements to subsurface scattering, lighting, and shadowing for transparent and translucent materials.
This document provides an introduction to the Unity game engine. It discusses what Unity is, its key capabilities like rendering, animation and scripting. It explains Unity's visual editor allows seeing changes in real-time. Games are built with Unity by organizing assets into scenes and composing game objects using components which add functionality. The document demonstrates Unity's interface and concepts like assets, scenes, game objects and components. It also mentions Unity supports 2D games and runs on multiple platforms. In the live demo section, it indicates it will show Unity in action.
This document discusses lighting techniques in OpenGL, including:
- Setting up light sources by defining light properties like ambient, diffuse, specular intensities and position.
- Defining material properties like ambient, diffuse, specular colors and shininess for objects.
- The importance of normals for calculating how light interacts with surfaces.
- Examples of implementing directional, spot and other types of lights.
- Techniques for generating shadows by re-drawing objects projected onto a shadow plane.
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
Cocos2d is a well known open source software framework on game industry. It is is a 2D game framework built upon the OpenGL ES API’s.
In this session, I will talk about a hierarchical structures of an Cocos2d node and scenes. Also Cocos2d Graphic User Interface, Physical System, Audio, Particle System and Scene Transition technique will be shown. Finally this session will show various branches of Cocos2d open source projects including Cocos2d-x, Cocos2d-Swift, Cocos2d-html5, and Cocos2d-xna.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesNaughty Dog
The document discusses challenges with updating large-scale engine systems, like animation and physics, on a moving train level in a game. A simple approach of just updating game objects sequentially each frame does not work well because it does not allow optimizing updates of different systems. The train in the game is dynamic rather than static, with each car following a spline path independently while maintaining proper spacing. Special handling is needed for updating the order of train cars and teleporting the train between locations.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
The document discusses tools for making 3D games and focuses on Unity as a game engine. It provides an overview of Unity's features such as its 3D visual editor, physics and lighting systems, scripting, and asset store. It also discusses approaches to programming in Unity using components and game objects as well as 3D art creation tools like Blender that can be used. The document aims to visually teach Unity and shows examples of games that can be built with it like a target shooting game or infinite runner.
Shader Model 5.0 introduces several new features for vertex, hull, domain, geometry, and pixel shaders, including uniform indexing of resources, SV_Coverage system value, and double precision support. Compute shaders also gain features like raw and structured buffer views, atomic operations, and thread local storage. Compute shaders are well-suited for general purpose GPU tasks like post-processing and can perform Gaussian blur more efficiently than pixel shaders by reducing memory bandwidth usage through thread local storage.
Horizon Zero Dawn: An Open World QA Case StudyGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/
Abstract: A retrospective of how Developer (Guerrilla) and Publisher QA (SIE) worked together in partnership to help deliver a AAA experience. The presentation will focus on the victories and the challenges we faced as part of testing such an ambitious open-world title, and leveraging automated test solutions and telemetry to inform exploratory test strategy. The presentation will talk about how we managed teams over a 21 month testing lifecycle, with a team ranging from small internal test teams, before scaling up to a team of 70+ people across the globe with tens of thousands of test hours invested. The presentation will cover the successes and challenges relating to our people; early engagement, communication, trust, agility and collaboration. Our processes; risk management, test strategy, and post launch support, and our tools; Telemetry, Risk Registers, Worldwide build delivery.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
This document summarizes Mark Kilgard's presentation on NVIDIA's OpenGL support in 2017. It discusses key points including the announcement of OpenGL 4.6 with SPIR-V support, NVIDIA's OpenGL driver updates, and recent advancements in OpenGL such as new extensions in 2014-2016 and the introduction of OpenGL 4.6 which bundles several new extensions. It also provides an overview of NVIDIA's leverage of the OpenGL codebase and shading compiler across multiple APIs.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
The document discusses rendering techniques for high quality characters in an unannounced game project called A1. It covers skin rendering using subsurface scattering with multiple scattering approximations. It also covers hair rendering using ordered independent transparency with a linked list approach integrated into UE4, as well as a physically based shading model for hair. Future work discussed includes improvements to subsurface scattering, lighting, and shadowing for transparent and translucent materials.
This document provides an introduction to the Unity game engine. It discusses what Unity is, its key capabilities like rendering, animation and scripting. It explains Unity's visual editor allows seeing changes in real-time. Games are built with Unity by organizing assets into scenes and composing game objects using components which add functionality. The document demonstrates Unity's interface and concepts like assets, scenes, game objects and components. It also mentions Unity supports 2D games and runs on multiple platforms. In the live demo section, it indicates it will show Unity in action.
This document discusses lighting techniques in OpenGL, including:
- Setting up light sources by defining light properties like ambient, diffuse, specular intensities and position.
- Defining material properties like ambient, diffuse, specular colors and shininess for objects.
- The importance of normals for calculating how light interacts with surfaces.
- Examples of implementing directional, spot and other types of lights.
- Techniques for generating shadows by re-drawing objects projected onto a shadow plane.
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
Cocos2d is a well known open source software framework on game industry. It is is a 2D game framework built upon the OpenGL ES API’s.
In this session, I will talk about a hierarchical structures of an Cocos2d node and scenes. Also Cocos2d Graphic User Interface, Physical System, Audio, Particle System and Scene Transition technique will be shown. Finally this session will show various branches of Cocos2d open source projects including Cocos2d-x, Cocos2d-Swift, Cocos2d-html5, and Cocos2d-xna.
Cocos2D is an open source 2D game framework for building games and interactive applications. It is built on top of OpenGL and supports multi-platform development for iOS, Android, Mac OS X and more. Cocos2D provides a scene graph structure and classes like CCNode, CCLayer and CCSprite that make it easy to build 2D games. It includes features like actions, effects, tiled maps and a physics engine. Cocos2D games are easy to develop and it has a large community and tools to support game development.
Iphone and Ipad development Game with Cocos2Dcreagamers
This document provides an introduction to developing iOS apps using the Cocos2D framework. It discusses why Cocos2D is a good option, its features, and how to get started with a basic project structure and game elements like backgrounds, heroes, enemies and sound using Cocos2D.
This document provides an introduction to developing video games across multiple platforms using Unity3D and C#. It outlines downloading and installing Unity3D, exploring the Unity interface, developing games on PC and Mac, using scenes, game objects, components and scripts in Unity, and deploying games to PC, Mac, mobile, and web platforms. It also discusses additional tools that can be used and provides an overview of building a sample voxel engine game in Unity3D to demonstrate core concepts.
This document discusses how to create a physics game in 1 hour using Cocos2D and Box2D. It outlines the 7 main steps to get started: 1) Initialize the director and create the physics world. 2) Add a ground body and debug drawing. 3) Create dynamic blocks. 4) Add touch event handling. 5) Add graphics like sprites. 6) Add particle systems. 7) Add audio. It provides code snippets and encourages exploring further Cocos2D features like actions, tile maps, and more.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
This document summarizes a presentation about the Cocos2d framework for building iPhone games. It discusses what Cocos2d is, why it should be used, and how to set up a Cocos2d project. Key aspects of Cocos2d covered include scenes, layers, and the director, which manages transitions between scenes. Examples are given of successful games built with Cocos2d.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
Cocos2d-x C++ Windows 8 &Windows Phone 8Troy Miles
In the first of two sessions, we will explore using Cocos2d-x, a free and open source game engine. It runs on Windows, Mac OS X, and Linux and builds games for every popular phone, tablet, and desktop platform. It uses C++ to get close to metal performance and a smart and logical set of classes to make it easy.
Don't let the C++ scare you off. We are using Cocos2d-x to create fun platform games, not building complicated financial software. So long as you know at least one curly brace language you will be able to write Cocos2d-x style C++.
We will explore how to install Cocos2d-x. How to build the test apps and finally how to build your own apps specifically for Windows 8 and Windows Phone 8, but the code will run on iOS, Mac, and Android too.
This document discusses using the Rokon game engine for Android game development. It provides an overview of Rokon's architecture and frameworks, describes how to set up an Android project in Netbeans using Rokon, and covers basics of using Rokon and the Smack XMPP library for multiplayer functionality. Tips are provided on tool choices and ongoing development of Rokon. Links are included for the Android SDK, Rokon engine, Smack library, and other resources.
The document discusses implementing a memory game using Cocos2D. It covers embedding Cocos2D, using scenes and transitions, layers and actions, game logic and interaction, sprites and textures, frame-by-frame animation, drawing primitives, and particles. The presentation aims to provide an understanding of Cocos2D concepts and walk through an unpolished memory game implementation covering these topics over 8 sections.
The document discusses implementing a memory game using Cocos2D. It covers embedding Cocos2D, using scenes and transitions, layers and actions, game logic and interaction, sprites and textures, frame-by-frame animation, drawing primitives, and particles. The presentation aims to provide an understanding of Cocos2D concepts and walk through an unpolished memory game implementation covering these topics over 8 sections.
Introduction to Mobile Game Programming with Cocos2d-JSTroy Miles
This document discusses an introductory presentation on mobile game programming with Cocos2d-JS. It provides an overview of the speaker's background and experience, outlines the agenda which includes an introduction to Cocos2d-JS, setting up the environment, terminology, workflow, looking at a sample game, audio, tools, ads and publishing. It also discusses platforms supported, prerequisites, installation, common commands, game development parts and terminology, the coordinate system, debugging and promoting games.
If you want to start a good career in Android Development, this presentation gives you a basic introduction about Android, and how you can develop your very first Android Application.
Explains how to install Necessitas (Qt for Android), how to use it, and how to publish to the Android Market. Based on Necessitas 0.3 (3rd alpha)
Slides are from Qt Developer Days 2011 in San Fransisco
CATiled Layer - Melbourne Cocoheads February 2012Jesse Collis
This document discusses CATiledLayer, which allows for tiled scrolling of large images in iOS. CATiledLayer is a subclass of CALayer that handles tiling and rendering of its content. It works by requesting tiles from its delegate using the drawRect method as the user scrolls. Support for retina displays requires accounting for the layer's contentsScale and adjusting tile sizes and drawing rectangles accordingly. The document provides an example implementation of a tiled scrolling view using CATiledLayer.
Presenting on CATiledLayer at Melbourne Cocoaheds February 2012.
JCMultimedia blog post: http://blog.jcmultimedia.com.au/2012/02/jctiledscrollview.html
Demo code is available here: https://github.com/jessedc/JCTiledScrollView
This document provides an overview of how to create a physics-based game in 1 hour using Cocos2D and Box2D. It outlines a 7 step process: 1) initialize the director and create the physics world, 2) add dynamic blocks, 3) handle touch events, 4) add graphics, 5) add particles for effects, 6) add sound, and 7) notes it is a sample and not production code. Cocos2D provides scene management, textures, audio and rendering while Box2D adds 2D physics simulation.
A look at the upcoming Processing for Android, a free, friendly code environment for rapidly "sketching" with media on the mobile platform. From Android Only, Stockholm, Sweden, September 29 2010.
Modbus using Coreblue Bluetooth for iOS to connect to a hardware sensorAzukisoft Pte Ltd
The document discusses the development of a smartphone app to control an intelligent standing desk called the Aspirus. The app uses Bluetooth and the Modbus protocol to communicate with the desk's microcontroller. As there were no existing Objective-C Modbus libraries that supported Bluetooth, the developer wrote their own implementation to send and receive Modbus messages as byte arrays over Bluetooth. The app can now get sensor data from and control various functions of the intelligent desk.
OHOH is an iOS social networking app like Meetup.com but for smaller groups. It allows private and group chats, likes, comments, and uses push notifications. The app was originally developed using Objective-C, CocoaPods, AFNetworking, and Parse for push notifications. It has since switched to using Layer for chat functionality due to issues with Firebase and additional chat features. The developer discusses experiences with various technologies used in the app's development.
Laravel is an MVC framework for PHP that focuses on unit testing and DRY principles. It is based on Symfony but has a lower learning curve. Laravel uses Composer as a package manager and features include Eloquent ORM, query builders, database migrations, RESTful controllers, queue management, and payment API support through packages. While powerful, it can be heavyweight for some uses and there is no built-in admin panel, but packages provide these features. The lighter-weight Lumen framework was also created by the same developer.
The document discusses using Storyboard to create iOS prototypes that can be deployed on actual devices. Storyboard allows designers and developers to create prototypes visually with layouts, images, buttons and basic logic. This captures touch interactions better than other tools like Photoshop or PowerPoint. Storyboards are easier for most developers to work with compared to other tools. Prototypes can then be tested on devices and the logic can be kept for the actual app, saving time and money.
The document discusses the pros and cons of AWS and Digital Ocean cloud hosting services. AWS is popular but expensive with many hidden costs, making it unsuitable for budget-conscious startups. Digital Ocean is cheaper with no hidden costs, simpler to manage, and better for startups, although it lacks the integrated tools of AWS. The author recommends choosing AWS if looking for a full datacenter or Digital Ocean if on a budget.
iOS Storyboard allows developers to visually design and link screens and transitions in their iOS app, reducing the amount of code needed. Storyboards contain view controllers and segues that represent screens and the transitions between them. When creating a new project, developers should select the User Storyboards option and set the initial view controller in the storyboard as the starting point for the app. Screens can then be linked together by dragging segues from buttons or other interface elements to destination view controllers.
A short presentation I did on using mobile technology to drive marketing in the explosive world of mobile and the measurable results achieved in terms of increased revenue and mindshare. Follow me on twitter @gibtang or drop me an email at gibson@azukisoft.com
The Midnight Sculptor.pdf writer by Ali alsiadali345alghlay
The city of Ravens burg was known for its gothic architecture, fog-covered streets, and an eerie silence that seemed to hang over the town like a shroud.
Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
Taylor Swift: Conquering Fame, Feuds, and Unmatched Success | CIO Women MagazineCIOWomenMagazine
From country star to global phenomenon, delve into Taylor Swift's incredible journey. Explore chart-topping hits, feuds, & her rise to billionaire status!
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
The Evolution and Impact of Tom Cruise Long Hairgreendigital
Tom Cruise is one of Hollywood's most iconic figures, known for his versatility, charisma, and dedication to his craft. Over the decades, his appearance has been almost as dynamic as his filmography, with one aspect often drawing significant attention: his hair. In particular, Tom Cruise long hair has become a defining feature in various phases of his career. symbolizing different roles and adding layers to his on-screen characters. This article delves into the evolution of Tom Cruise long hair, its impact on his roles. and its influence on popular culture.
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
In "Risky Business" (1983). Tom Cruise's hair was short but longer than the clean-cut styles dominant at the time. This look complemented his role as a high school student stepping into adulthood. embodying a sense of youthful freedom and experimentation. It was a precursor to the more dramatic hair transformations in his career.
The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
One of the first films in which Tom Cruise embraced long hair was "Far and Away" (1992). Playing the role of Joseph. an Irish immigrant in 1890s America, Cruise's long, hair added authenticity to his character's rugged and determined persona. This look was a stark departure from his earlier. more polished styles and marked the beginning of a more adventurous phase in his hairstyle choices.
Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
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8. Cocos2D
Director – The guy that calls the shots
Scenes – Director manages scenes
Layers – Scenes can comprise of 1 or more
layers
It is a game engine based on concept of
nodes
15. CCSprite
An image object that loads in a png file
CCSprite *sprite = [CCSprite
spriteWithFile:@”man.png”];
16. Sprite Movement
Cocos2d has a vast array of actions
• Movement
• Scaling
• Fading
• Rotation
• etc
• http://www.cocos2d-iphone.org/api-
ref/2.1.0/interface_c_c_action.html
17. Sprite
• After loading a sprite
• Need call the ‘add’ method
• To add the sprite to another sprite
• Or add to a scene
• Then the game engine handles
the rendering for you
• Easy as Pie
18. Sprite Basics
CCSprite *sprite = [CCSprite
spriteWithFile:@”man.png”];
• [self addChild:sprite];
• [sprite runAction:[CCMoveTo
actionWithDuration: 2.0f
position:ccp(240, 320)]];
This moves man.png to position 240, 320
using 2 seconds
19. UIKit
So what happens if you want to integrate UIKit
element?
• Textfield
• Alertview
• Webview
Can you do that with Cocos2D?
20. UIKit
Yes, you can. Most common way is to add them
in using code
UIAlertView* alert_view = [[UIAlertView
alloc] initWithTitle:@”Title"
message:@"Your Message" delegate:nil
cancelButtonTitle:@"OK"
otherButtonTitles:nil];
[alert_view setDelegate:self];
[alert_view show];
[alert_view autorelease];
22. UIKit
Yes, you can. Most common way is to add
them in using code
UIView *myView = (UIView*) [[CCDirector
sharedDirector] openGLView];//get the view
textField = [[UITextField alloc]
initWithFrame:CGRectMake(40, 168, 250, 40)];
[myView addSubview:textField];
[[[[CCDirector sharedDirector]openGLView]
window]addSubview:myView];
[myView setDelegate:self];
24. UIKit
Yes, you can also add your xibs into Cocos2D
http://www.raywenderlich.com/4817/how
-to-integrate-cocos2d-and-uikit
25. Audio
• To play audio is very simple
• Just #import “SimpleAudioEngine.h”
• Then call the methods to play the audio
• Background music
• Effect
• mp3, wav, caf (Core Audio Format) files can be
used
26. Audio
• [[SimpleAudioEngine sharedEngine]
preloadEffect:@"sfx.wav"];
//sfx.wav is the name of the sound file
• [[SimpleAudioEngine sharedEngine]
playEffect:@"sfx.wav"];
//play the audio file sfx.wav
• [[SimpleAudioEngine sharedEngine]
playBackgroundMusic:@"bgm.mp3"];
//play the bgm.mp3 background music
27. It’s Demo Time
I am going to show you how to create a
simple game
- Game mechanics is simple
- Tap the snails to squash them
- Before they reach the end of the screen
- It won’t be the next Angry Birds
- But it’s a start