Mieszko Zielinski, Lead AI Programmer, Epic Games —
UE4 Large World AI Navigation
Mieszko Zielinski, Lead AI Programmer, Epic Games
UE4: навигация AI в большом мире
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
State-Based Scripting in Uncharted 2: Among ThievesNaughty Dog
This document discusses state-based scripting in games. It provides an introduction and history of state scripts, including their use on the Uncharted series. The author discusses why scripts are used in games and characteristics of scripting languages. Extending game object models through scripting and Naughty Dog's approach are also covered.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
State-Based Scripting in Uncharted 2: Among ThievesNaughty Dog
This document discusses state-based scripting in games. It provides an introduction and history of state scripts, including their use on the Uncharted series. The author discusses why scripts are used in games and characteristics of scripting languages. Extending game object models through scripting and Naughty Dog's approach are also covered.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
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.
Practical SPU Programming in God of War IIISlide_N
The document summarizes how the developers of God of War III utilized the SPUs on the PS3 to improve performance. Key tasks like simulation, scene traversal, and rendering were offloaded to the SPUs. This allowed the various components to run in parallel across the CPU and SPUs, reducing the overall frame time. Common techniques included porting CPU code to the SPUs with minimal changes, processing work in parallel batches, and using the on-screen profiler to identify and optimize bottlenecks. Offloading tasks like collision detection, cloth simulation, culling, and geometry processing to the SPUs helped the entire system complete a frame's worth of work within the target time.
Forts and Fights Scaling Performance on Unreal Engine*Intel® Software
1. The document outlines profiling tools and techniques for optimizing game performance in Unreal Engine 4, including tools for profiling CPU, GPU, memory, and content.
2. It provides guidance on using tools like the profiler, stat commands, VTune, rendering stats, and view modes to identify optimization opportunities for issues like animation updates, materials, lighting, culling.
3. The document highlights recent improvements in Unreal Engine 4.19 like improved cloth simulation and worker thread scaling that can enhance performance.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
The document discusses low-level shader optimization techniques for next-generation consoles and DirectX 11 hardware. It provides lessons from last year on writing efficient shader code, and examines how modern GPU hardware has evolved over the past 7-8 years. Key points include separating scalar and vector work, using hardware-mapped functions like reciprocals and trigonometric functions, and being aware of instruction throughput and costs on modern GCN-based architectures.
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.
In this presentation we will provide in-depth knowledge about the Unity runtime. The first part will focus on memory and how to deal with fragmentation and garbage collection. The second part on performance profiling and optimizations. Finally, there will be an overview of debugging and profiling improvements in the newly announced Unity 5.0.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
A crise financeira da Grécia pode ter implicações globais. O país pediu ajuda de €110 bilhões do FMI e UE em troca de cortes de gastos, mas protestos eclodiram contra as medidas de austeridade. Investidores temem que a crise se espalhe para outros países europeus.
O documento fornece informações sobre a Grécia, abordando tópicos como língua oficial, saúde, educação, clima, danças típicas, comidas, turismo, pontos turísticos, religião, extensão territorial, renda e curiosidades. Resume dados demográficos e econômicos do país, além de detalhar aspectos culturais como a língua grega, o sistema de saúde pública e elementos da culinária e danças tradicionais gregas.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
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.
Practical SPU Programming in God of War IIISlide_N
The document summarizes how the developers of God of War III utilized the SPUs on the PS3 to improve performance. Key tasks like simulation, scene traversal, and rendering were offloaded to the SPUs. This allowed the various components to run in parallel across the CPU and SPUs, reducing the overall frame time. Common techniques included porting CPU code to the SPUs with minimal changes, processing work in parallel batches, and using the on-screen profiler to identify and optimize bottlenecks. Offloading tasks like collision detection, cloth simulation, culling, and geometry processing to the SPUs helped the entire system complete a frame's worth of work within the target time.
Forts and Fights Scaling Performance on Unreal Engine*Intel® Software
1. The document outlines profiling tools and techniques for optimizing game performance in Unreal Engine 4, including tools for profiling CPU, GPU, memory, and content.
2. It provides guidance on using tools like the profiler, stat commands, VTune, rendering stats, and view modes to identify optimization opportunities for issues like animation updates, materials, lighting, culling.
3. The document highlights recent improvements in Unreal Engine 4.19 like improved cloth simulation and worker thread scaling that can enhance performance.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
The document discusses low-level shader optimization techniques for next-generation consoles and DirectX 11 hardware. It provides lessons from last year on writing efficient shader code, and examines how modern GPU hardware has evolved over the past 7-8 years. Key points include separating scalar and vector work, using hardware-mapped functions like reciprocals and trigonometric functions, and being aware of instruction throughput and costs on modern GCN-based architectures.
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.
In this presentation we will provide in-depth knowledge about the Unity runtime. The first part will focus on memory and how to deal with fragmentation and garbage collection. The second part on performance profiling and optimizations. Finally, there will be an overview of debugging and profiling improvements in the newly announced Unity 5.0.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
A crise financeira da Grécia pode ter implicações globais. O país pediu ajuda de €110 bilhões do FMI e UE em troca de cortes de gastos, mas protestos eclodiram contra as medidas de austeridade. Investidores temem que a crise se espalhe para outros países europeus.
O documento fornece informações sobre a Grécia, abordando tópicos como língua oficial, saúde, educação, clima, danças típicas, comidas, turismo, pontos turísticos, religião, extensão territorial, renda e curiosidades. Resume dados demográficos e econômicos do país, além de detalhar aspectos culturais como a língua grega, o sistema de saúde pública e elementos da culinária e danças tradicionais gregas.
O documento fornece informações gerais sobre a Grécia, incluindo sua localização geográfica, principais características físicas, símbolos nacionais, cultura e breve histórico. A Grécia está localizada no sudeste da Europa e consiste em uma parte continental e mais de 3000 ilhas, sendo 80% do território montanhoso. A bandeira e o brasão da Grécia refletem a herança cristã ortodoxa do país. A culinária é mediterrânea e esportes como futebol e
Este documento describe diferentes tipos de cubiertas de acero, incluyendo su cálculo y construcción. Explica los perfiles de acero más comúnmente usados y sus propiedades mecánicas. Luego detalla varios tipos de armaduras metálicas para cubiertas, como armaduras económicas, de malla inglesa, estadounidense y polonceau. Finalmente, cubre cubiertas especiales como bóvedas parabólicas, de hangar y filigran.
O documento resume a história da Grécia Antiga, desde os primeiros povos que habitaram a região até o período helenístico. Aborda aspectos como a geografia da Grécia, o surgimento das cidades-estado, a civilização micênica e minoica, as guerras contra os persas, o apogeu de Atenas e Esparta, e a queda da Grécia com a ascensão da Macedônia.
1) A civilização grega desenvolveu-se na Península Balcânica a partir do século VIII a.C., notável pelos seus arquitetos, filósofos e teatro.
2) As cidades-estado gregas como Atenas eram governadas por democracias, apesar de limitadas a cidadãos livres.
3) A cultura grega incluía deuses antropomórficos como Zeus e Hera, templos notáveis como o Partenon, e obras de arte como as esculturas de Fídias.
This document summarizes advanced techniques for caching map tiles in ArcGIS. It discusses new caching features in ArcGIS 10 such as mixed image formats for tiles, compact cache storage formats, and tools for exporting and importing subsets of tiles between caches. It also provides guidance on approaches for large caching projects including building test caches, choosing appropriate scales and image formats, monitoring tile creation, and updating caches. An example case study of caching high-resolution imagery for the state of Indiana is presented.
The Benefits of Publicly-Accessible Data - SNODASThomas Horner
The document discusses how publicly accessible web services can make government data more usable. It describes how the author automated the retrieval, conversion and distribution of snowpack data from NOAA's SNODAS program as web services. This allows developers to easily add the latest SNODAS data to webmaps and applications. The author demonstrates this through an open source Leaflet map called "Slippy-SNODAS" that consumes the SNODAS web services. Making this data more accessible through modern web standards empowers others to use and improve upon the data.
This document summarizes Richard Kovacs' presentation on Kubernetes volumes and Discoblocks. Some key points:
- Kovacs is a Kubernetes integration engineer who has worked with storage solutions like StorageOS.
- He discusses how Kubernetes uses PersistentVolumes, PersistentVolumeClaims, StorageClasses and CSI drivers to manage storage for containers. This implementation has gaps around infrastructure independence and cross-team collaboration.
- Discoblocks aims to address these issues by allowing users to define DiskConfig objects that automate storage provisioning and scaling based on workload needs. However, it is not yet production-ready and only supports AWS EBS and Ondat drivers currently.
mod-geocache / mapcache - A fast tiling solution for the apache web servertbonfort
MapServer MapCache (formerly known as mod-geocache) is a new member in the family of tile caching servers. It aims to be simple to install and configure (no need for the intermediate glue such as mod-python, mod-wsgi or fastcgi), to be (very) fast (written in c and running as a native module under apache), and to be capable (services WMTS, googlemaps, virtualearth, KML, TMS, WMS). When acting as a WMS server, it will also respond to untiled requests, by merging its cached tiles vertically (multiple layers) and/or horizontally.
This document discusses lessons learned from building and growing a software startup. It describes how the company quickly built their initial product but ran into scaling issues. It outlines the technical infrastructure changes they made to improve stability, such as moving to the cloud, adding Redis, Resque, and MongoDB. The document also provides recommendations on performance testing, libraries, tools, and localization. Overall it advocates for just starting to build the product now rather than overplanning.
This document introduces Node.js, a platform for building scalable server-side web applications using JavaScript. It provides a brief history of Node.js, describes its key features like non-blocking I/O and the V8 JavaScript engine. Examples are given for building HTTP servers and clients. Common modules for file system access, child processes and more are demonstrated. The performance of Node.js is highlighted for building real-time applications that handle many concurrent connections with few system resources.
This document introduces Node.js, a platform for building scalable server-side web applications using JavaScript. It provides a brief history of Node.js, describes its key features like non-blocking I/O and the V8 JavaScript engine. Examples are given for building HTTP servers and clients. Common modules for file system access, child processes and more are demonstrated. The performance of Node.js is highlighted for building real-time applications that handle many concurrent connections with few system resources.
This document introduces Node.js, a platform for building scalable server-side web applications using JavaScript. It provides a brief history of Node.js, describes its key features like non-blocking I/O and the V8 JavaScript engine. Examples are given for building HTTP servers and clients. Common modules for file system access, child processes and more are demonstrated. The performance of Node.js is highlighted for building real-time applications that handle many concurrent connections with few system resources.
Apache Hadoop project, and the Hadoop ecosystem has been designed be extremely flexible, and extensible. HDFS, Yarn, and MapReduce combined have more that 1000 configuration parameters that allow users to tune performance of Hadoop applications, and more importantly, extend Hadoop with application-specific functionality, without having to modify any of the core Hadoop code.
In this talk, I will start with simple extensions, such as writing a new InputFormat to efficiently process video files. I will provide with some extensions that boost application performance, such as optimized compression codecs, and pluggable shuffle implementations. With refactoring of MapReduce framework, and emergence of YARN, as a generic resource manager for Hadoop, one can extend Hadoop further by implementing new computation paradigms.
I will discuss one such computation framework, that allows Message Passing applications to run in the Hadoop cluster alongside MapReduce. I will conclude by outlining some of our ongoing work, that extends HDFS, by removing namespace limitations of the current Namenode implementation.
An overview of the OSG services, with an emphasis on those that could be good candidates for OSG to host on site-provided Kubernetes resources.
Presented a the GPN Annual Meeting 2019. https://conferences.k-state.edu/gpn/
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn
Abstract: Horizon Zero Dawn presented the Decima engine with new challenges in rendering large and dense environments. In particular, we needed to be able to quickly query a very large set of potential objects to find which should be visible. This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware. It also covers our recent work on efficiently collecting batches of object instances during the query to reduce load on the entire rendering pipeline. A basic familiarity with GPU compute will be helpful to get the most out of this talk.
OSS Presentation VMWorld 2011 by Andy Bennett & Craig MorganOpenStorageSummit
This document summarizes Nexenta Systems' involvement in providing storage for the Hands-on-Labs (HOL) at VMworld 2011 in Las Vegas and Copenhagen. It describes the architecture developed using Nexenta storage and VMware technologies on a commodity "SuperRack". Key statistics are provided on the number of VMs created, IOPS performance achieved, and how Nexenta storage handled the workload with high availability. Custom analytics dashboards were also developed to visualize storage metrics for attendees.
Austin Cassandra Users 6/19: Apache Cassandra at VastDataStax Academy
For our June meetup, we'll have our local friends at www.vast.com presenting some of their current use cases for Cassandra. Additionally, Vast will be talking about a non-blocking Scala client that they have developed in house.
Latest (storage IO) patterns for cloud-native applications OpenEBS
Applying micro service patterns to storage giving each workload its own Container Attached Storage (CAS) system. This puts the DevOps persona within full control of the storage requirements and brings data agility to k8s persistent workloads. We will go over the concept and the implementation of CAS, as well as its orchestration.
Moving to software-based production workflows and containerisation of media a...Kieran Kunhya
- OBE is a specialist in software-based media encoders and decoders that has developed a native, high-performance multivendor IP and cloud software stack using agile software practices.
- Moving production workflows to software, containers, and the cloud provides benefits like efficient scaling and reduced costs but also challenges around integration, timing, and multi-vendor interoperability that standards groups are working to address.
- While some proprietary solutions currently offer elements of cloud production, widespread adoption requires open standards for ground-cloud-cloud-ground workflows and transport to allow for multi-vendor innovation.
Node.js is a platform for building scalable network applications using JavaScript. It uses an event-driven, non-blocking I/O model that makes it lightweight and efficient, especially for real-time web applications with many simultaneous connections. Node.js applications are written in JavaScript and can be run on Windows, Linux, and macOS. Common uses of Node.js include building web servers, real-time web applications, IoT applications, and microservices. Node.js applications are deployed to cloud platforms like Heroku, Nodejitsu, and Microsoft Azure.
High performace network of Cloud Native Taiwan User GroupHungWei Chiu
The document discusses high performance networking and summarizes a presentation about improving network performance. It describes drawbacks of the current Linux network stack, including kernel overhead and data copying. It then discusses approaches like DPDK and RDMA that can help improve performance by reducing overhead and enabling zero-copy data transfers. A case study is presented on using RDMA to improve TensorFlow performance by eliminating unnecessary data copies between devices.
[NetherRealm Studios] Game Studio Perforce ArchitecturePerforce
Get an in-depth look at how NetherRealm Studios, creator of the Mortal Kombat franchise, addresses the challenges that modern game development poses to network architecture and resources.
Similar to Mieszko Zielinski (Epic Games), White Nights 2015 (20)
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Where's the Money, Lebowski? How to Spot And Fix an In-Game Economy Problem
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This document analyzes data from over 120 million mobile users and 25,000 apps to evaluate mobile advertising formats and networks. It finds that rewarded videos generated the highest eCPMs, particularly from AdColony, Vungle, and Chartboost. Interstitials also increased and remained reliable, with top networks being OpenX, MoPub, and Amazon Ads. Video ads grew strongly, led by MoPub, Applovin, and Vungle. The document provides recommendations for implementing different ad formats effectively based on the analysis.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
How MJ Global Leads the Packaging Industry.pdfMJ Global
MJ Global's success in staying ahead of the curve in the packaging industry is a testament to its dedication to innovation, sustainability, and customer-centricity. By embracing technological advancements, leading in eco-friendly solutions, collaborating with industry leaders, and adapting to evolving consumer preferences, MJ Global continues to set new standards in the packaging sector.
Storytelling is an incredibly valuable tool to share data and information. To get the most impact from stories there are a number of key ingredients. These are based on science and human nature. Using these elements in a story you can deliver information impactfully, ensure action and drive change.
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In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
Zodiac Signs and Food Preferences_ What Your Sign Says About Your Tastemy Pandit
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Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
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Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
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Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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2. RecastbyMikkoMononen
Best thingthathappenedto gameAI navigationsince sliced
bread!
• Lightweight,fastand open-source!
• De facto industry standard
• Resurrected and availableon github
https://github.com/memononen/recastnavigation
3.
4. UE4 Navigation parts
• Navigation bounds volumes
• Navigation relevant actors
– geometry & other data (links,areas)
• NavigationOctree
– stores navigation-relevant data
– speeds up gathering relevant data for specific navmesh tile’s
generation
7. GDC Demo Map, 256 km2
Naive approach
Navigation Octree ~10.3GB
NavMesh ~500MB
Plus~30 minutenavmesh generation(8 core machine)
And requires loading alllevels for navmesh generationpurposes
This, of course, is useless.
8. Whyit was so much?
• Empty NavMesh tile- 176 bytes
• 10000 tiles,~50kBeach, 16000uu x 16000uu
• Every piece of navigation-relevantdata kept in Navigation
Octree
12. No worries!
Low-hanging fruit solution
• We don’t need allof navmesh allthe time
• We need only the nav octree information required by tiles we need
13.
14. Applied to UE4 Navigation System
• Navigation bound stay the same
• Navigation octree to store only the data relevant “now”
• Introduce a way to communicateto Navigation System where
navmesh isrequired
15. Navigation Octree
• Lazy geometry gathering
– outside of game thread
• Landscape slicing
– never stored in octree
– constant cost, outside of game thread
18. GDC Demo Map, 256 km2
Naive approach At GDC
Navigation Octree ~10.3GB 572MB
NavMesh ~500MB 31MB
The endresult still not ideal
But we’re not done yet! :D
19. Futurework
• Don’t store anythingin nav octree unless it’s necessarry
– Currently only geometry is treated the smart way
• Moveable navigationbounds
• Give lazily gathered octree data a lifetime limit
• Multithreadedlazy geometry gathering
Lightweight, fast and open-source!
Lots of companies included it in their own source code and featured it up.
De facto industry standard
No excuse to have anything worse when Recast is FREE!
Resurrected and available on github
https://github.com/memononen/recastnavigation
Navmesh size:
And that’s after bumping Tile Size from 1600uu to 16000uu
Before the change empty navmesh was consuming ~168MB (1 million tiles)
Landscape the biggest nav octree offender
What could we do about this? Obvioulsy, look for.. Low handing fruits
Navigation bounds stay the same – not much we can do here, we want to be able to navigate everywhere
Far from it! – we’d actually save memory with just sticking to static navmesh