UNITE Europe 2015 + Unity User Group Presentation
Unity incorporates the component based architecture in a seamless manner. But for some games, a more data driven approach (entity system architecture) fits better. In this talk, Maxim Zaks & Simon Schmid (Wooga) show why entity system architecture fits and how you can use Entitas-CSharp in your own Unity project.
Entity System Architecture with Unity - Unity User Group BerlinSimon Schmid
Entity System Architecture with Unity - Unity User Group Berlin
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Clean, fast and simple with Entitas and Unity - Unite Melbourne 2016Simon Schmid
Using a strict Entity Component System (ECS) architecture in Unity helped me to achieve easy to test, robust and scalable game logic. I want to show you how you can benefit from using Entitas in you game. Entitas is an open source ECS library which proofs how ECS and Unity can co-exist and empower developers to have a simple, flexible and clean architecture.
ECS architecture with Unity by example - Unite Europe 2016Simon Schmid
Simon Schmid (Wooga) and Maxim Zaks explain how the introduction of strict ECS architecture in Unity helped them to achieve easy to test, robust and scalable game logic. It also helped them to extract this logic and run it on a server. At Unite Europe 2015 they introduced their Open Source project Entitas-CSharp (https://github.com/sschmid/Entitas-CSharp), which helped them achieve all the benefits they listed before. This year they present an example which explains how ECS and Unity can co-exist and empower developers to have a clean, scalable and testable architecture. They cover the following topics: User Input, Integration with Unity Collision System, Reactive UI, Re-Playable games
Entity System Architecture with Unity - Unite Europe 2015Simon Schmid
Entity System Architecture with Unity - Unite Europe 2015
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Get moving: An overview of physics in DOTS – Unite Copenhagen 2019Unity Technologies
An overview of the physics systems and workflows powering our Data-Oriented Technology Stack (DOTS). See the design considerations underlying Unity Physics, how its use cases differ from those of Havok Physics, and how both offerings express concepts familiar to users of our classic GameObject-based physics.
At Unite Copenhagen, Adam covered content authoring workflows for DOTS physics, as well as the basics of the DOTS physics architecture and game code layer in order to help attendees achieve the best performance in their DOTS-based projects.
Speaker: Adam Mechtley – Unity Technologies
Watch the session on YouTube: https://youtu.be/tI9QfqQ9ATA
Wreaking Havok: an overview of Havok Physics in Unity – Unite Copenhagen 2019Unity Technologies
This session will provide an overview of the Havok Physics integration and workflows in Unity. Gain insight into how we've integrated the industry-leading Havok Physics system into Unity using our Data-Oriented Technology Stack (DOTS). These slides will cover the shared data layout of our physics engines, the performance and fidelity benefits of Havok Physics, and future development plans, as well as showcasing several examples from the Unity community that leverage these systems.
Speaker:
Steve Ewart - Havok
Entity System Architecture with Unity - Unity User Group BerlinSimon Schmid
Entity System Architecture with Unity - Unity User Group Berlin
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Clean, fast and simple with Entitas and Unity - Unite Melbourne 2016Simon Schmid
Using a strict Entity Component System (ECS) architecture in Unity helped me to achieve easy to test, robust and scalable game logic. I want to show you how you can benefit from using Entitas in you game. Entitas is an open source ECS library which proofs how ECS and Unity can co-exist and empower developers to have a simple, flexible and clean architecture.
ECS architecture with Unity by example - Unite Europe 2016Simon Schmid
Simon Schmid (Wooga) and Maxim Zaks explain how the introduction of strict ECS architecture in Unity helped them to achieve easy to test, robust and scalable game logic. It also helped them to extract this logic and run it on a server. At Unite Europe 2015 they introduced their Open Source project Entitas-CSharp (https://github.com/sschmid/Entitas-CSharp), which helped them achieve all the benefits they listed before. This year they present an example which explains how ECS and Unity can co-exist and empower developers to have a clean, scalable and testable architecture. They cover the following topics: User Input, Integration with Unity Collision System, Reactive UI, Re-Playable games
Entity System Architecture with Unity - Unite Europe 2015Simon Schmid
Entity System Architecture with Unity - Unite Europe 2015
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Get moving: An overview of physics in DOTS – Unite Copenhagen 2019Unity Technologies
An overview of the physics systems and workflows powering our Data-Oriented Technology Stack (DOTS). See the design considerations underlying Unity Physics, how its use cases differ from those of Havok Physics, and how both offerings express concepts familiar to users of our classic GameObject-based physics.
At Unite Copenhagen, Adam covered content authoring workflows for DOTS physics, as well as the basics of the DOTS physics architecture and game code layer in order to help attendees achieve the best performance in their DOTS-based projects.
Speaker: Adam Mechtley – Unity Technologies
Watch the session on YouTube: https://youtu.be/tI9QfqQ9ATA
Wreaking Havok: an overview of Havok Physics in Unity – Unite Copenhagen 2019Unity Technologies
This session will provide an overview of the Havok Physics integration and workflows in Unity. Gain insight into how we've integrated the industry-leading Havok Physics system into Unity using our Data-Oriented Technology Stack (DOTS). These slides will cover the shared data layout of our physics engines, the performance and fidelity benefits of Havok Physics, and future development plans, as well as showcasing several examples from the Unity community that leverage these systems.
Speaker:
Steve Ewart - Havok
Story of Warlords: Bringing a turn-based strategy game to mobile Wooga
About three years ago we set out on a mission: We wanted to bring a round-based strategy game, a genre that most gamers so far mainly enjoyed on PCs, to mobile. Today that mission is nearly completed with Warlords having been soft launched in various countries and showing very promising data. This may all sound easy enough, but the truth is that it was a hell of a ride for the team and there were times when we weren´t even sure if the project would continue. Along the way, we´ve learned many valuable things which we believe in the end made the difference and led to the numbers we now see. Wilhelm, Head of Studio and Product Lead for Warlords, will share these learnings in his talk answering the following questions: What set screws did we touch to make the session structure, pacing and content consumption work on mobile? Why different meta game systems are crucial? And finally how sticking to your game vision from start to end can make you survive such a ride.
Heyworks: Cравнительный анализ решений для клиент-серверного взаимодействия и...DevGAMM Conference
Доклад будет построен по принципу: за 20 минут дать наглядный анализ основных решений, который будет полезен небольшим студиям (до 5и человек), и позволит не тратить время на проведение подобного анализа самостоятельно.
Из зала вы выйдите с четким пониманием: "Ок, вот у меня такая игра, соотв. мне скорее всего подойдет такое решение. Вперед и с песней!"
Deterministic Simulation - What modern online games can learn from the Game B...David Salz
The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.
Эволюция сервисов видео монетизации Unity Ads и сервиса реплей-шеринга Everyp...DevGAMM Conference
Последние новости и новые возможности Unity Ads и Everyplay. Новые возможности сервиса видео-монетизации Unity Ads — видео кросс-промо/house ads. Новая комьюнити Everyplay, как изменится взаимодействие с пользователями.
There are lots of talks about the process of prototyping, but no hints on how to evaluate them to make the decisions. In this talk Antti Hattara, Head of Studio at Wooga, will tell how to evaluate prototypes and recognize the ones with great potential from the rest Antti will talk about the mobile developer’s creative and agile approach to finding those needles in a haystack and how good projects are put to rest and great ones given that all-important green light.
Two Ann(e)s and one Julia_Wooga Lady Power from Berlin_SGA2014Wooga
Three people, three talks: First, Anne explains how Wooga makes it in the hit driven mobile F2P world and frequently creates hit games. Then, Ann and Julia share their insights into the company from an intern’s perspective. Julia is currently working with a team in the prototyping phase using C#. Ann develops Objective-C for one of Wooga's live games. Both of them are students of Chalmers University of Technology, Gothenburg. Anne is in charge of University Relations at Wooga.
Tags: Equality, production, programming, career.
From Keyboards to Fingertips - Rethink Game Design_QuoVadis 2013Wooga
One thing has become clear in the computer industry over the past four decades: UI, not technology, governs large leaps in adoption. In the first age of personal computing, keyboard-centric character-based UI's limited access to only those sufficiently motivated (and antisocial) to suffer such dramatic abstraction of the world we live in. In the 2nd age, GUI's and a "Mouse" opened the usage of personal computers to a much broader audience and enabled a first change in game genres. Today, we are poised on the brink of the 3rd age. With touchscreen devices, the mouse has been replaced by our fingertips and games can be played by everyone, anytime, anywhere. Join Jens Begemann, CEO and Founder of Wooga, as he beholds this new age in game genres and proposes why this new UI standard is a revolutionary, not evolutionary, influence on our industry.
A few days have already passed since Anne, responsible for University Relations at Wooga and Jonathan, an engineer intern here in our office, travelled to lovely Stockholm to attend the Swedish Game Awards Conference.
In it for the long haul - How Wooga boosts long-term retentionWooga
GDC San Francisco 2015 Presentation by Sebastian Nussbaum and Adam Telfer
Today's mobile games market is tough. With thousands of new titles being available to download every week and CPIs rising high, new game concepts need to stand out. But even more importantly, they need to stay relevant for a long time. Long-term retention is the key for having a realistic shot at the top-grossing ranks of the app stores. In the first part of this talk, attendees will learn how mobile game developer Wooga evaluates new IP to ensure a long-lasting gameplay experience. The second half will show one example of how storytelling and episodic content can drive long-term retention. Sebastian will share insights and learnings from Wooga's projects in episodic content production and how to best set up your team for the ride.
Wooga Head of Studio, Sebastian Nussbaum, talks storytelling in social games. Talk delivered at the Rewrite the Web conference in Berlin, 4th October 2013.
Entity system architecture with Unity @Unite Europe 2015 Maxim Zaks
Unity incorporates the component based architecture in a seamless manner. However for some games a more data driven approach (entity system architecture) fits better. We had very good experience using entity system architecture for simulation and even match three games. Therefore when we switched our development to Unity, we created a small library and a couple of Unity editor extensions to make Unity work seamlessly with entity system architecture. We called it Entitas-CSharp. The code is open source and available on github. In this talk we would like to show why entity system architecture fits us better and how you can use Entitas-CSharp in your own Unity project.
Story of Warlords: Bringing a turn-based strategy game to mobile Wooga
About three years ago we set out on a mission: We wanted to bring a round-based strategy game, a genre that most gamers so far mainly enjoyed on PCs, to mobile. Today that mission is nearly completed with Warlords having been soft launched in various countries and showing very promising data. This may all sound easy enough, but the truth is that it was a hell of a ride for the team and there were times when we weren´t even sure if the project would continue. Along the way, we´ve learned many valuable things which we believe in the end made the difference and led to the numbers we now see. Wilhelm, Head of Studio and Product Lead for Warlords, will share these learnings in his talk answering the following questions: What set screws did we touch to make the session structure, pacing and content consumption work on mobile? Why different meta game systems are crucial? And finally how sticking to your game vision from start to end can make you survive such a ride.
Heyworks: Cравнительный анализ решений для клиент-серверного взаимодействия и...DevGAMM Conference
Доклад будет построен по принципу: за 20 минут дать наглядный анализ основных решений, который будет полезен небольшим студиям (до 5и человек), и позволит не тратить время на проведение подобного анализа самостоятельно.
Из зала вы выйдите с четким пониманием: "Ок, вот у меня такая игра, соотв. мне скорее всего подойдет такое решение. Вперед и с песней!"
Deterministic Simulation - What modern online games can learn from the Game B...David Salz
The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.
Эволюция сервисов видео монетизации Unity Ads и сервиса реплей-шеринга Everyp...DevGAMM Conference
Последние новости и новые возможности Unity Ads и Everyplay. Новые возможности сервиса видео-монетизации Unity Ads — видео кросс-промо/house ads. Новая комьюнити Everyplay, как изменится взаимодействие с пользователями.
There are lots of talks about the process of prototyping, but no hints on how to evaluate them to make the decisions. In this talk Antti Hattara, Head of Studio at Wooga, will tell how to evaluate prototypes and recognize the ones with great potential from the rest Antti will talk about the mobile developer’s creative and agile approach to finding those needles in a haystack and how good projects are put to rest and great ones given that all-important green light.
Two Ann(e)s and one Julia_Wooga Lady Power from Berlin_SGA2014Wooga
Three people, three talks: First, Anne explains how Wooga makes it in the hit driven mobile F2P world and frequently creates hit games. Then, Ann and Julia share their insights into the company from an intern’s perspective. Julia is currently working with a team in the prototyping phase using C#. Ann develops Objective-C for one of Wooga's live games. Both of them are students of Chalmers University of Technology, Gothenburg. Anne is in charge of University Relations at Wooga.
Tags: Equality, production, programming, career.
From Keyboards to Fingertips - Rethink Game Design_QuoVadis 2013Wooga
One thing has become clear in the computer industry over the past four decades: UI, not technology, governs large leaps in adoption. In the first age of personal computing, keyboard-centric character-based UI's limited access to only those sufficiently motivated (and antisocial) to suffer such dramatic abstraction of the world we live in. In the 2nd age, GUI's and a "Mouse" opened the usage of personal computers to a much broader audience and enabled a first change in game genres. Today, we are poised on the brink of the 3rd age. With touchscreen devices, the mouse has been replaced by our fingertips and games can be played by everyone, anytime, anywhere. Join Jens Begemann, CEO and Founder of Wooga, as he beholds this new age in game genres and proposes why this new UI standard is a revolutionary, not evolutionary, influence on our industry.
A few days have already passed since Anne, responsible for University Relations at Wooga and Jonathan, an engineer intern here in our office, travelled to lovely Stockholm to attend the Swedish Game Awards Conference.
In it for the long haul - How Wooga boosts long-term retentionWooga
GDC San Francisco 2015 Presentation by Sebastian Nussbaum and Adam Telfer
Today's mobile games market is tough. With thousands of new titles being available to download every week and CPIs rising high, new game concepts need to stand out. But even more importantly, they need to stay relevant for a long time. Long-term retention is the key for having a realistic shot at the top-grossing ranks of the app stores. In the first part of this talk, attendees will learn how mobile game developer Wooga evaluates new IP to ensure a long-lasting gameplay experience. The second half will show one example of how storytelling and episodic content can drive long-term retention. Sebastian will share insights and learnings from Wooga's projects in episodic content production and how to best set up your team for the ride.
Wooga Head of Studio, Sebastian Nussbaum, talks storytelling in social games. Talk delivered at the Rewrite the Web conference in Berlin, 4th October 2013.
Entity system architecture with Unity @Unite Europe 2015 Maxim Zaks
Unity incorporates the component based architecture in a seamless manner. However for some games a more data driven approach (entity system architecture) fits better. We had very good experience using entity system architecture for simulation and even match three games. Therefore when we switched our development to Unity, we created a small library and a couple of Unity editor extensions to make Unity work seamlessly with entity system architecture. We called it Entitas-CSharp. The code is open source and available on github. In this talk we would like to show why entity system architecture fits us better and how you can use Entitas-CSharp in your own Unity project.
CoreOS in anger : firing up wordpress across a 3 machine CoreOS cluster Shaun Domingo
In this talk at the Sydney CoreOS meetup, I took the audience through:
a) Installation of CoreOS using VirtualBox and Vagrant
b) Items to consider when containerising your platform
c) Deploying wordpress across a CoreOS cluster.
In this talk you can expect to learn what OCI containers are, how to build them and why you may want them. The first part will be a brief introduction to OCI containers followed by the motivation behind our use-case at the OpenStack/Magnum project and the Container Service at CERN. How we leverage OCI containers and why we chose them to offer container infrastructure to our users, meaning running kubernetes, etcd, flanneld, OpenStack-specific daemons, CERN-specific tools, the docker daemon and cri-o.
The second part will be a shallow dive on how to run and build OCI containers from scratch and most importantly how to populate the famous config.json file, the heart of the OCI configuration. This part will include examples on how to use docker, runc, rkt, atomic and buildah.
Running automated tests with Sparx Enterprise Architect add-ins, London EA Us...Guillaume Finance
Slides from my presentation at the London's EA User Group 2017.
More details available from the links below.
http://www.umlchannel.com/en/enterprise-architect/item/227-feedback-ea-user-group-london-2017-event-presentations-case-studies-user-stories
https://www.youtube.com/watch?v=S0BSdjWV43w
Planet-HTML5-Game-Engine is HTML5 Game Engine for Mobile Devices. This slide presents a few V8 Javascript engine specific techniques to get better performance for this game engine on mobile chrome browser.
The following is a video of me giving this presentation: https://youtu.be/Dom8jcRqEX0
Introduction to basic source control concepts in combination with how they are related to Git.
Saying No to the CEO: A Deep Look at Independent Teams - Adam TelferWooga
GDC Europe 2015
Truly independent teams within a game studio are an interesting idea. Wooga, Supercell and others have promoted having this type of structure. Each team having full ownership over decisions in their game. Teams saying no to the rest of the company when they believe in a product. This all sounds great on paper, but what happens in practice? Adam Telfer goes into details of the ups and downs of working in an independent culture. How Wooga has adapted its processes through the years. A culture where you have full control, but also full responsibility.
Innovation dank DevOps (DevOpsCon Berlin 2015)Wooga
“You build it, you run it!” - Wenn Du als Entwickler weisst, dass Du Deine Software selbst betreiben musst, was bist bereit zu tun, um den späteren Betrieb zu vereinfach?
Bei Wooga haben Dutzende von Teams ihre eigene Antwort auf die Frage gesucht und dabei von den Erfahrungen der anderen Teams gelernt. Herausgekommen ist ein großes Experimentierfeld beim Betrieb von Web Services - und eine technologische Innovation, die uns innerhalb weniger Iterationen von einem simplen LAMP-Stack zu lastabhängig skalierenden stateful Servern auf Basis von Erlang oder Akka gebracht hat.
Big Fish, small pond - strategies for surviving in a maturing market - Ed BidenWooga
Quo Vadis Conference Berlin 2015
Mobile games have never been more competitive. Production values and marketing costs are ever increasing and the top grossing charts look strangely similar to the year before. So how can developers maximize their chances of success in such a tough market? Is it better to clone a hit or innovative wildly? Should they focus on one genre, or dabble in many? Ed draws on extensive market analysis and experience developing games to explain why selective innovation is the key to success.
Tom LeClerc's talk at App Promotion Summit Berlin 2014:
REVIEW MINING:
THE APP STORE OPTIMIZER’S SECRET WEAPON
An Overview Of The Value Of Review Mining
What Review Mining Tools You Have At Your Disposal
Using Reviews To Generate Keywords And Understand Your Users
We've learned a lot through doing DevOps: Every commit is automatically integrated, tested, and deployed to a staging environment. And then it only takes one push of a button and the release goes live...
Unfortunately, it's not as simple anymore when operating mobile applications: How can you quickly update your mobile software when the app store provider wants to test your software first for a few days? How can you update your configuration when your app can run offline? And how do you track down errors when the data is distributed to millions of mobile clients? Those were just some of the challenges we encountered during the operation of mobile games with millions of daily users. In this talk we will talk about the solutions we have found to address them.
DevOps goes Mobile - Jax 2014 - Jesper Richter-ReichhelmWooga
DevOps hat uns viel gelehrt: Jedes Commit wird automatisch integriert, getestet und in eine Stagingumgebung installiert. Und einen Knopfdruck später geht das Release dann live.
Aber leider funktioniert das und vieles mehr, was uns in Zeiten von DevOps als Normal erscheint, nicht bei mobilen Applikationen.
Wie kann ich also schnell meine mobile Software anpassen, wenn der Betreiber des App Stores erst tagelang testen will? Wie kann ich Konfiguration anpassen, wenn die App auch offline laufen soll? Und wie funktioniert Fehlersuche, wenn die Daten auf Millionen von mobilen Clients verteilt sind?
Beim Betrieb von mobilen Spielen mit Millionen täglicher Nutzer standen wir genau diesen Fragen gegenüber. Der Vortrag wird darlegen, welche Antworten wir darauf gefunden haben.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
How to stand out in a hit driven business - Game Connection Paris 2013 - SebK...Wooga
The mobile gaming market is huge with roughly 4,000 new iOS games per month and more than 5bn USD revenue per year. But that market also has a huge number of players who want a piece of the pie making the mobile gaming industry a very hit driven business. In his talk, Sebastian Kriese Corporate Partnerships Manager at Wooga, will give some insights about what the Berlin based social and mobile game developer considers a hit game and how they manage to create at least 2 of these hits per year.
Nur zwei Entwickler, die alleine Entwurf, Entwicklung und Betrieb eines Backends für ein Social Games mit Millionen von täglichen Nutzern stemmen. Sie greifen dabei zwar zwar auf die Erfahrungen der vorhergehenden Teams zurück, haben aber alle Freiheiten, ‘ihr’ Backend so zu bauen, wie sie es wollen. Funktioniert das? Auch in der Realität?
Ja, es funktioniert. Auch mit mittlerweile 20 Teams in einem Unternehmen von 250 Mitarbeitern. Warum das so ist, und warum es gleichzeitig enorm hilfreich für Innovation, Motivation und Eigeninitiative ist, darum geht es in diesem Vortrag.
Why Having Impact Matters for Good Developers (GOTO Berlin)Wooga
Why is it so hard to create an adequate working environment for good developers? Why do we have insecure managers, lots of hierarchy levels, and micromanagement instead in so many companies? It's so simple to make things better: Remove the classic tech lead, avoid the Peter principle and let small teams organize themselves. Agreed, that's not easy, and there are challenges. But I see it work everyday around me. It means that developers have to care for a bit more than just code, but the rewards are freedom to have own choices and to have a real impact on the product. Let's see how this works in reality, what works great and where there are still things to improve.
DevOps is all about collaboration between developers and operations people, and that is a Good Thing. But what about product managers, analysts, graphic designers, marketing managers, customer support reps? How do you foster collaboration within the *whole* company?
At Wooga, we use a two-pronged approach: (1) We have many small teams, that are independent from each other. (2) We use a number of tricks to increase communication across teams. In this talk, I will share some of these simple and easy-to-emulate recipes with you, and explain how they help us take DevOps to the next level.
For more info also check out the Gamasutra Blog: http://www.gamasutra.com/blogs/SamuliSnellman/20130702/194913/The_Art_of_Kingsbridge_Bridging_casual_to_core.php
At Wooga we are creating the next generation of social games. To be truly social, a game needs to offer real interaction between players in various forms. What started with simple, asynchronous gift requests is evolving into real time interactions between players. We are experiencing a renaissance of multiplayer games, giving us the opportunity to look into problems that have been solved over a decade ago, such as network architectures, communication protocols, latency and connection loss. And we now leverage that knowledge to bring multiplayer games to the mobile world.
In our talk we’ll cover this evolution of user interaction in our games, what technical problems they posed and how we solved them.
Introduction to simple 2D game programming illustrating the basic concepts behind frame rates, animations, movement and hit detection leading into a tutorial and 2 sample applications written in Ruby for Rails Girls The Hague 2013.
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.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
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.
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.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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.
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.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
21. Create Blocker Entity
public static Entity CreateBlocker(this Pool pool, int x, int y)
{
return pool.CreateEntity()
.IsGameBoardElement(true)
.AddPosition(x, y)
.AddResource(Res.Blocker);
}
22. Pool contains all entities
+------------------+
| Pool |
|------------------|
| e e |
| e e |
| e e |
| e e e |
| e e |
| e e |
| e e e |
| e e e |
+------------------+
24. Groups are subsets of entities
4 Performance optimization for querying
4 Matcher is a filter description
+-------------+ Groups:
| e | Subsets of entities in the pool
| e e | for blazing fast querying
| +------------+
| e | | |
| e | e | e |
+--------|----+ e |
| e |
| e e |
+------------+
25. Get Group from pool
_pool.GetGroup(
Matcher.AllOf(
Matcher.GameBoardElement,
Matcher.Position
)
);
26. +------------------+
| Pool | Entitas in a nutshell
|------------------|
| e e | +-----------+
| e e---|----> | Entity |
| e e | |-----------|
| e e e | | Component |
| e e | | | +-----------+
| e e | | Component-|----> | Component |
| e e e | | | |-----------|
| e e e | | Component | | Data |
+------------------+ +-----------+ +-----------+
|
|
| +-------------+ Groups:
| | e | Subsets of entities in the pool
| | e e | for blazing fast querying
+---> | +------------+
| e | | |
| e | e | e |
+--------|----+ e |
| e |
| e e |
+------------+
29. +------------------+ +-----------------------------+
| Pool | | System |
|------------------| |-----------------------------|
| e e | | - Execute |
| e e | | |
| e e | | +-------------+ |
| e e e | | | e | Groups |
| e e |+----|->| e e | |
| e e | | | +------------+ |
| e e e | | | e | | | |
| e e e | | | e | e | e | |
+------------------+ | +--------|----+ e | |
| | e | |
| | e e | |
| +------------+ |
+-----------------------------+
30. MoveSystem
public void Execute() {
var movables = _pool.GetGroup(
Matcher.AllOf(
Matcher.Move,
Matcher.Position
));
foreach (var e in movables.GetEntities()) {
var move = e.move;
var pos = e.position;
e.ReplacePosition(pos.x, pos.y + move.speed, pos.z);
}
}
31. Chain of Responsibility
| |
|-------------------------------- Game Loop --------------------------------|
| |
+------------+ +------------+ +------------+ +------------+
| | | | | | | |
| System | +---> | System | +---> | System | +---> | System |
| | | | | | | |
+------------+ +------------+ +------------+ +------------+
36. Render Position System
public class RenderPositionSystem : IReactiveSystem {
public IMatcher trigger { get { return Matcher.AllOf(Matcher.Position, Matcher.View); } }
public GroupEventType eventType { get { return GroupEventType.OnEntityAdded; } }
public void Execute(Entity[] entities) {
foreach (var e in entities) {
var pos = e.position;
e.view.gameObject.transform.position = new Vector3(pos.x, pos.y);
}
}
}
49. var pool = Pools.pool;
var e = pool.CreateEntity();
e.AddPosition(1, 2, 3);
e.ReplacePosition(4, 5, 6);
e.RemovePosition();
var posX = e.position.x;
var hasPos = e.hasPosition;
e.isMovable = true;
e.isMovable = false;
var isMovable = e.isMovable;
55. Advantages
4 Straightforward to achieve Determinism and
therefore Replay
4 Simulation Speed (2x, 4x)
4 Headless Simulation, just remove systems which rely
on GameObjects (render systems)
4 Save Game (Serialization / Deserialization) send
data to backend on change