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.
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.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
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.
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.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
Engine Terminology 1
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
1
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template,
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the
website you have obtained the definition.
You must also, where possible, provide specific details of how researched definitions relate to your own production practice.
Name: RESEARCHED DEFINITION (provide short internet
researched definition and URL link)
DESCRIBE
THE
RELEVANC
E OF THE
RESEARCH
ED TERM
TO YOUR
OWN
PRODUCTI
ON
PRACTICE?
IMAGE SUPPORT (Provide an image and/or video link of said term being
used in a game)
VIDEO
GAMES
/
VIDEO
GAME
TESTIN
G
Demo Within the computer subculture known as the demo scene, a
non-interactive multimedia presentation is called a demo (or
demonstration). Demo groups create demos to demonstrate
their abilities in programming, music, drawing, and 3D
modelling. The key difference between a classical animation
and a demo is that the display of a demo is computed in real
time, making computing power considerations the biggest
challenge. Demos are mostly composed of 3D animations
mixed with 2D effects and full screen effects.
http://en.wikipedia.org/wiki/Demo_(computer_programmin
g)
A demo
would be
used to
show off the
stage of a
level in a
game and
also to show
key features
which will be
available in
the full
game.
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
Beta Beta is feature and asset complete version of the game,
when only bugs are being fixed. This version contains no bugs
that prevent the game from being shippable No changes are
made to the game features, assets, or code. Beta occurs two
to three months before code release.
http://en.wikipedia.org/wiki/Video_game_development
Betas are
similar to
demos only
there isn’t a
time limit on
the
playability.
Betas will
have some
bugs whilst
being played
and fixed
while it is
running.
Alpha Alpha is the stage when key gameplay functionality is
implemented, and assets are partially finished. A game in
alpha is feature complete, that is, game is playable and
contains all the major features. These features may be
further revised based on testing and feedback. Additional
small, new features may be added, similarly planned, but
unimplemented features may be dropped. Programmers
focus mainly on finishing the codebase, rather than
implementing additions. Alpha occurs eight to ten months
before code release.
http://en.wikipedia.org/wiki/Video_game_development
The Alpha
stage is
before the
Beta stage.
This stage is
host to a lot
of bugs
which are
fixing while
being
played.
Pre-Alpha Pre-alpha refers to all activities performed during the
software project before testing. These activities can include
requirements analysis, software design, software
development, and unit testing. In typical open source
development, there are several types of pre-alpha versions.
Milestone versions include specific sets of functions and are
released as soon as the functionality is complete.
http://en.wikipedia.org/wiki/Software_release_life_cycle#Pr
e-alpha
The Pre-
Alpha is
before the
Alpha and is
coming up
to a stage
where it is
playable, but
still has
many bug.
Pre-Alphas
are used the
show minor
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
features at
conferences.
Gold Gold master is the final game's build that is used as a master
for production of the game.
http://en.wikipedia.org/wiki/Video_game_development
The Gold
stage is
when
developers
use the term
‘Gone Gold’,
this means
that the final
build is
complete
and is ready
for putting
onto discs
and boxing
up the
games.
Debug Debug is a command in DOS, OS/2 and Microsoft Windows
(only in 32bit) which runs the program debug.exe (or
DEBUG.COM in older versions of DOS). Debug can act as an
assembler, disassembler, or hex dump program allowing
users to interactively examine memory contents (in assembly
language, hexadecimal or ASCII), make changes, and
selectively execute COM, EXE and other file types. It also has
several subcommands which are used to access specific disk
sectors, I/O ports and memory addresses.
http://en.wikipedia.org/wiki/Debug_(command)
Debug is a
command
that can be
used to clear
bugs from a
current
game.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Automati
on
In software testing, test automation is the use of special
software (separate from the software being tested) to
control the execution of tests and the comparison of actual
outcomes with predicted outcomes. Test automation can
automate some repetitive but necessary tasks in a formalized
testing process already in place, or add additional testing that
would be difficult to perform manually.
http://en.wikipedia.org/wiki/Test_automation
Automation
is when to
game plays
itself and
checks
whether it
runs
smoothly or
not.
White-
Box
Testing
White-box testing (also known as clear box testing, glass box
testing, transparent box testing, and structural testing) is a
method of testing software that tests internal structures or
workings of an application, as opposed to its functionality
(i.e. black-box testing). In white-box testing an internal
perspective of the system, as well as programming skills, are
used to design test cases. The tester chooses inputs to
exercise paths through the code and determine the
appropriate outputs. This is analogous to testing nodes in a
circuit, e.g. in-circuit testing (ICT).
White-box testing can be applied at the unit, integration and
system levels of the software testing process. Although
traditional testers tended to think of white-box testing as
being done at the unit level, it is used for integration and
system testing more frequently today. It can test paths
within a unit, paths between units during integration, and
between subsystems during a system–level test. Though this
method of test design can uncover many errors or problems,
it has the potential to miss unimplemented parts of the
specification or missing requirements.
http://en.wikipedia.org/wiki/White-box_testing
White box
testing is
used to test
whether or
not a engine
is working
properly.
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Bug A glitch is a short-lived fault in a system. It is often used to
describe a transient fault that corrects itself, and is therefore
difficult to troubleshoot. The term is particularly common in
the computing and electronics industries, and in circuit
bending, as well as among players of video games, although
it is applied to all types of systems including human
organizations and nature.
http://en.wikipedia.org/wiki/Glitch
Bugs are
always
present in
games and
developers
will usually
release
patches to
get rid of
glitches
found.
GAME
ENGIN
ES
Vertex
Shader
Vertex shaders are run once for each vertex given to the
graphics processor. The purpose is to transform each vertex's
3D position in virtual space to the 2D coordinate at which it
appears on the screen (as well as a depth value for the Z-buffer).
Vertex shaders can manipulate properties such as
position, color and texture coordinate, but cannot create
new vertices. The output of the vertex shader goes to the
next stage in the pipeline, which is either a geometry shader
if present, or the rasterizer. Vertex shaders can enable
powerful control over the details of position, movement,
lighting, and color in any scene involving 3D models.
http://en.wikipedia.org/wiki/Shader#Vertex_shaders
Vertex
shaders
would be
used to
makes items
within
games to
make them
look
smoother.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
GAME
ENGIN
ES
Pixel
Shader
Pixel shaders, also known as fragment shaders, compute
color and other attributes of each fragment. The simplest
kinds of pixel shaders output one screen pixel as a color
value; more complex shaders with multiple inputs/outputs
are also possible. Pixel shaders range from always outputting
the same color, to applying a lighting value, to doing bump
mapping, shadows, specular highlights, translucency and
other phenomena. They can alter the depth of the fragment
(for Z-buffering), or output more than one color if multiple
render targets are active. In 3D graphics, a pixel shader alone
cannot produce very complex effects, because it operates
only on a single fragment, without knowledge of a scene's
geometry. However, pixel shaders do have knowledge of the
screen coordinate being drawn, and can sample the screen
and nearby pixels if the contents of the entire screen are
passed as a texture to the shader. This technique can enable
a wide variety of two-dimensional postprocessing effects,
such as blur, or edge detection/enhancement for cartoon/cel
shaders. Pixel shaders may also be applied in intermediate
stages to any two-dimensional images—sprites or textures—
in the pipeline, whereas vertex shaders always require a 3D
model. For instance, a pixel shader is the only kind of shader
that can act as a postprocessor or filter for a video stream
after it has been rasterized.
http://en.wikipedia.org/wiki/Shader#Vertex_shaders
Pixel shading
is used to do
many tasks
like
outputting
colours ,
bump
mapping and
lighting
value.
Post
Processin
g
The term post-processing (or postproc for short) is used in
the video/film business for quality-improvement image
processing (specifically digital image processing) methods
used in video playback devices, (such as stand-alone DVD-Video
players), and video players software and transcoding
software. It is also commonly used in real-time 3D rendering
(such as in video games) to add additional effects.
http://en.wikipedia.org/wiki/Video_post-processing
Post
processessin
g is used as
after effects.
It makes the
game look
better by
adding lens
flares and
other
effects.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
Renderin
g
Rendering is the process of generating an image from a 2D or
3D model (or models in what collectively could be called a
scene file), by means of computer programs. Also, the results
of such a model can be called a rendering. A scene file
contains objects in a strictly defined language or data
structure; it would contain geometry, viewpoint, texture,
lighting, and shading information as a description of the
virtual scene. The data contained in the scene file is then
passed to a rendering program to be processed and output
to a digital image or raster graphics image file. The term
"rendering" may be by analogy with an "artist's rendering" of
a scene. Though the technical details of rendering methods
vary, the general challenges to overcome in producing a 2D
image from a 3D representation stored in a scene file are
outlined as the graphics pipeline along a rendering device,
such as a GPU. A GPU is a purpose-built device able to assist
a CPU in performing complex rendering calculations. If a
scene is to look relatively realistic and predictable under
virtual lighting, the rendering software should solve the
rendering equation. The rendering equation doesn't account
for all lighting phenomena, but is a general lighting model for
computer-generated imagery. 'Rendering' is also used to
describe the process of calculating effects in a video editing
program to produce final video output.
http://en.wikipedia.org/wiki/Rendering_(computer_graphics
)
Rendering is
when you
have a
finished
model and
then you
render it for
the final
model.
Normal
Map
In 3D computer graphics, normal mapping, or "Dot3 bump
mapping", is a technique used for faking the lighting of
bumps and dents – an implementation of bump mapping. It
is used to add details without using more polygons. A
common use of this technique is to greatly enhance the
appearance and details of a low polygon model by generating
a normal map from a high polygon model or height map.
http://en.wikipedia.org/wiki/Normal_mapping
Normal
mapping is
used to
create
lighting for
bumps and
dents. This is
when the
model is
being
created in
modelling
software.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Entity An entity only consists of an id and a container of
components. The idea is to have no game methods
embedded in the entity. The container doesn't have to be
located physically together with the entity, but should be
easy to find and access.
It is a common practice to use a unique id for each entity.
This is not a requirement, but have several advantages:
The entity can be referred using the id instead of a pointer.
This is more robust, as it would allow for the entity to be
destroyed without leaving dangling pointers.
It helps for saving state externally. When the state is loaded
again, there is no need for pointers to be reconstructed.
Data can be shuffled around in memory as needed.
Entity ids can be used when communicating over a network
to uniquely identify the entity.
Some of these advantages can also be achieved from using
smart pointers.
http://en.wikipedia.org/wiki/Entity_component_system#Ga
me_example
Entity are AI
within the
game and
are given
multiple
tasks to do
like move to
a position or
to fire.
UV Map UV mapping is the 3D modeling process of making a 2D
image representation of a 3D model's surface.
http://en.wikipedia.org/wiki/UV_mapping
UV mapping
is when a 2D
image is
made to
show how a
3D model
surface.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
Procedur
al Texture
A procedural texture is a computer-generated image created
using an algorithm intended to create a realistic
representation of natural elements such as wood, marble,
granite, metal, stone, and others.
Usually, the natural look of the rendered result is achieved by
the usage of fractal noise and turbulence functions. These
functions are used as a numerical representation of the
“randomness” found in nature.
http://en.wikipedia.org/wiki/Procedural_texture
These are
computer
made
textures to
represent
real life
textures.
Physics Computer animation physics or game physics involves the
introduction of the laws of physics into a simulation or game
engine, particularly in 3D computer graphics, for the purpose
of making the effects appear more real to the observer.
Typically, simulation physics is only a close approximation to
real physics, and computation is performed using discrete
values.
There are several elements that form components of
simulation physics including the physics engine, program
code that is used to simulate Newtonian physics within the
environment, and collision detection, used to solve the
problem of determining when any two or more physical
objects in the environment cross each other's path.
http://en.wikipedia.org/wiki/Game_physics
Physics in an
engine can
vary from
how a player
reacts within
the
environment
to the
destruction
of a building.
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
Collision Collision detection typically refers to the computational
problem of detecting the intersection of two or more objects.
While the topic is most often associated with its use in video
games and other physical simulations, it also has applications
in robotics. In addition to determining whether two objects
have collided, collision detection systems may also calculate
time of impact (TOI), and report a contact manifold (the set
of intersecting points).[1] Collision response deals with
simulating what happens when a collision is detected (see
physics engine, ragdoll physics). Solving collision detection
problems requires extensive use of concepts from linear
algebra and computational geometry.
http://en.wikipedia.org/wiki/Collision_detection
Collision is
used so that
models do
not start to
clip into
each other.
Lighting Computer graphics lighting refers to the simulation of light in
computer graphics. This simulation can either be extremely
accurate, as is the case in an application like Radiance which
attempts to track the energy flow of light interacting with
materials using radiosity computational techniques.
Alternatively, the simulation can simply be inspired by light
physics, as is the case with non-photorealistic rendering. In
both cases, a shading model is used to describe how surfaces
respond to light. Between these two extremes, there are
many different rendering approaches which can be employed
to achieve almost any desired visual result.
http://en.wikipedia.org/wiki/Computer_graphics_lighting
Light is used
so that the
environment
made in a
game looks
more
realistic.
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
AA – Anti-
Aliasing
Anti-aliasing may refer to any of a number of techniques to
combat the problems of aliasing in a sampled signal such as a
digital image or digital audio recording.
Specific topics in anti-aliasing include:
Anti-aliasing filter, a filter used before a signal sampler, to
restrict the bandwidth of a signal
Spatial anti-aliasing, the technique of minimizing aliasing
when representing a high-resolution image at a lower
resolution
Supersample anti-aliasing, a method of smoothing images
rendered in computer-generated imagery
Multisample anti-aliasing, a type of anti-aliasing, a technique
used in computer graphics to improve image quality
Temporal anti-aliasing, techniques to reduce or remove the
effects of temporal aliasing
http://en.wikipedia.org/wiki/Anti-aliasing
Anti-aliasing
is used to
make a
pixelated
surface look
smoother.
LoD –
Level of
Detail
In computer graphics, accounting for level of detail involves
decreasing the complexity of a 3D object representation as it
moves away from the viewer or according to other metrics
such as object importance, viewpoint-relative speed or
position. Level of detail techniques increases the efficiency of
rendering by decreasing the workload on graphics pipeline
stages, usually vertex transformations. The reduced visual
quality of the model is often unnoticed because of the small
effect on object appearance when distant or moving fast.
http://en.wikipedia.org/wiki/Level_of_detail
The level of
Detail in a
model
depends on
how many
polygons are
being used
for example
to the
polygons a
model has,
the more
detailed it
will be.
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
Animatio
n
Animation is the process of creating a continuous motion and
shape change illusion by means of the rapid display of a
sequence of static images that minimally differ from each
other. The illusion—as in motion pictures in general—is
thought to rely on the phi phenomenon. Animators are
artists who specialize in the creation of animation.
http://en.wikipedia.org/wiki/Animation
Animation is
what is used
to give an
entity life
like giving it
a walk cycle.
Sprite In computer graphics, a sprite (also known by other names;
see Synonyms below) is a two-dimensional image or
animation that is integrated into a larger scene. Initially
including just graphical objects handled separately from the
memory bitmap of a video display, this now includes various
manners of graphical overlays.
http://en.wikipedia.org/wiki/Sprite_(computer_graphics)
Sprites are
characters
made up of
pixels.
Sprites are
popular in
games like
Legend of
Zelda and
Mario
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
Scene A cutscene or event scene (sometimes in-game cinematic or
in-game movie) is a sequence in a video game over which the
player has no or only limited control, breaking up the
gameplay and used to advance the plot, strengthen the main
character's development, introduce characters, and provide
background information, atmosphere, dialogue, and clues.
Cutscenes often feature "on the fly" rendering, using the
gameplay graphics to create scripted events. Cutscenes can
also be animated, live action, or pre-rendered computer
graphics streamed from a video file. Pre-made videos used in
video games (either during cutscenes or during the gameplay
itself) are referred to as "full motion videos" or "FMVs".
Other cutscenes can simply just be text interludes with
speech bubbles over the characters' faces.
http://en.wikipedia.org/wiki/Cutscene
A scene is
used in a
game for
cinematic
sequences.
Library The Lightweight Java Game Library (LWJGL) is an open source
Java software library for computer game developers.
LWJGL exposes high performance cross-platform libraries
commonly used in developing software games and
multimedia titles. It exposes OpenGL (Open Graphics Library),
OpenAL (Open Audio Library), OpenCL (Open Computing
Language) and allows access to controllers such as
gamepads, steering wheels and joysticks in a platform-neutral
way.
http://en.wikipedia.org/wiki/Lightweight_Java_Game_Librar
y
A library is
where
games can
be stored
and allows
access with
multiple
types of
controllers.
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
14
UI The user interface, in the industrial design field of human–
machine interaction, is the space where interactions
between humans and machines occur. The goal of this
interaction is effective operation and control of the machine
on the user's end, and feedback from the machine, which
aids the operator in making operational decisions. Examples
of this broad concept of user interfaces include the
interactive aspects of computer operating systems, hand
tools, heavy machinery operator controls, and process
controls. The design considerations applicable when creating
user interfaces are related to or involve such disciplines as
ergonomics and psychology.
http://en.wikipedia.org/wiki/User_interface
The UI is an
interface
where the
user can
interact with
multiple
settings.
Frames Frame rate, also known as frame frequency and frames per
second (FPS), is the frequency (rate) at which an imaging
device produces unique consecutive images called frames.
The term applies equally well to film and video cameras,
computer graphics, and motion capture systems. Frame rate
is most often expressed in frames per second (FPS) and is
also expressed in progressive scan monitors as hertz (Hz).
http://en.wikipedia.org/wiki/Frame_rate
Frames per
second
depends on
what is
going on in
the game,
like, for
example, in
Minecraft if
too much
TNT is blown
up, it can
cause a low
frame rate.
Concept Concept art is a form of illustration used to convey an idea
for use in (but not limited to) films, video games, animation,
or comic books before it is put into the final product. Concept
art is also referred to as visual development and/or concept
design. This term can also be applied to retail, set, fashion,
architectural and industrial design.
http://en.wikipedia.org/wiki/Concept_art
Concept can
be shown is
multiple
ways with
art, written
descriptions
or mind
maps.
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
Event In computing, an event is an action or occurrence detected
by the program that may be handled by the program.
Typically events are handled synchronously with the program
flow, that is, the program has one or more dedicated places
where events are handled, frequently an event loop. Typical
sources of events include the user (who presses a key on the
keyboard, in other words, through a keystroke). Another
source is a hardware device such as a timer. Any program can
trigger its own custom set of events as well, e.g. to
communicate the completion of a task. A computer program
that changes its behavior in response to events is said to be
event-driven, often with the goal of being interactive.
http://en.wikipedia.org/wiki/Event_(computing)
Events are
what
happens
when you
press a
button, for
example if
you press
the space
bar your
character
would jump.
Pathfindi
ng
Pathfinding or pathing is the plotting, by a computer
application, of the shortest route between two points. It is a
more practical variant on solving mazes. This field of research
is based heavily on Dijkstra's algorithm for finding the
shortest path on a weighted graph.
http://en.wikipedia.org/wiki/Pathfinding
Pathfinding
is used for AI
to make sure
that they
don’t start
walking into
walls.