Learn the basic concepts and code architecture behind casual mobile games. We'll walk you through a demo game that uses OpenGL ES and you can keep the source! Amanda and David work for the two top iPhone game studios (Zynga and ngmoco:) - learn from the best!
The document discusses the process of game development including the roles of different team members such as producers, publishers, designers, artists, programmers, and testers. It also describes common game engines and their core functionality like rendering, physics simulation, and scripting languages. Game engines allow games to be developed for different platforms and provide middleware components.
The document is a glossary of terms related to video game design and development. It contains definitions of terms like alpha, beta, debug, vertex shader, physics, and more. For each term, it provides a short definition and, where possible, describes how the term relates to the creator's own video game production practice.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, and more. For each term the student provides a short definition from an online source as well as a description of how the term relates to their own video game production work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
This document contains a glossary of terms related to video game design. It includes over 30 terms with short definitions from online sources. For each term, the document provides a short description of how the term relates to the production practice of video games. The glossary covers topics such as game engines, testing, animation, physics, and user interfaces.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 18 terms related to video game development, testing, and engines. For each term, the student provided a short definition from an online source along with their own description of how the term relates to game production.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document discusses the process of game development including the roles of different team members such as producers, publishers, designers, artists, programmers, and testers. It also describes common game engines and their core functionality like rendering, physics simulation, and scripting languages. Game engines allow games to be developed for different platforms and provide middleware components.
The document is a glossary of terms related to video game design and development. It contains definitions of terms like alpha, beta, debug, vertex shader, physics, and more. For each term, it provides a short definition and, where possible, describes how the term relates to the creator's own video game production practice.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, and more. For each term the student provides a short definition from an online source as well as a description of how the term relates to their own video game production work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
This document contains a glossary of terms related to video game design. It includes over 30 terms with short definitions from online sources. For each term, the document provides a short description of how the term relates to the production practice of video games. The glossary covers topics such as game engines, testing, animation, physics, and user interfaces.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 18 terms related to video game development, testing, and engines. For each term, the student provided a short definition from an online source along with their own description of how the term relates to game production.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document summarizes Christoph Becher's presentation about building games with Unity 3D. The presentation covers setting up an indie game studio, key considerations for teams of all sizes using Unity, and establishing pipelines and processes for managing assets and code across platforms and DLC. It emphasizes keeping projects organized and establishing automated workflows to simplify collaboration and releasing.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
The document summarizes the specifications of the WS50 LED widescreen full HD display. It has a 1920x1080 resolution and 700 nit brightness. It features a narrow 11.5mm bezel and even bezel size that allows for tile configuration. Key features include smart energy saving mode, built-in media player compatibility, USB multimedia playback, and SuperSign software compatibility. It is available in 42" and 47" screen sizes with various input/output ports and mounting options.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
This document contains a glossary of terms related to video game design produced by a student named Joshua Meyer. It includes 20 terms with short definitions sourced from online references. For many terms, Meyer provides examples of how the terms relate to his own video game production practice, such as using demos to test games before purchasing, and how physics mechanics can create interesting gameplay. The glossary covers topics such as video game testing, game engines, animation, and artificial intelligence pathfinding.
Game engines provide a software framework for developing games across multiple platforms. They include components like a rendering engine for graphics, a physics engine, tools for in-game sound, scripting, artificial intelligence, networking and more. Popular commercial game engines like Unity and Unreal Engine are used widely by developers to build games efficiently. The rendering engine converts 3D models to 2D images using the GPU, while the physics engine simulates real-world phenomena through calculations from the CPU. Scripting is also important for programming game logic and artificial intelligence. Overall, game engines aim to deliver a unified development platform for creators.
The document provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
Creating a serious game with the Unity 3D Game Engine and the importance of m...danielandlubo
This document discusses the importance of music in video games and provides a simple tutorial for creating original music using free software and samples. It explains that music helps adjust the player's mood and set the tone. Action games have energetic music while puzzle games have calmer music. The tutorial recommends the free software Audacity and sites with royalty-free samples. It describes basic steps like importing samples, editing volumes, and exporting the finished track.
The document provides an overview of Unity 3D, a popular game engine. It discusses Unity basics like installing Unity, the main interface, and components like scenes, game objects, and prefabs. It also covers scripting in Unity, importing and creating assets, and how to build and export games for different platforms. The document serves as an introduction to the Unity game engine for beginners.
This document provides an overview of the video game production process using RPG Maker software. It discusses collecting resources like images, audio, and tilesets. It also covers drawing maps, both outdoor and indoor, and connecting maps with teleports. The document reviews editing the database to create characters, classes, skills, and other elements. Finally, it discusses programming events to make interactions and story elements happen in the game.
Product design presentation for Winterflame series. Winterflame Seed of Destruction is a tactical turn-based RPG with collectible card game business model. The project never made it to production, due to partnership deal failure with publishing company.
Unity is a multi-platform game development IDE that allows users to create 3D games and virtual worlds. It includes a game engine, script editor, 3D terrain editor, animation manager, and GUI system. Games made with Unity can be exported to run as native applications, web players, or on mobile platforms like iOS and Android. Unity uses a Mono compiler and allows scripting using JavaScript, C#, or Boo. Games are created by organizing 3D objects and scenes in a project.
The document is a glossary assignment for a games design course that requires students to research and define video game development terms. It includes definitions for over 20 terms related to video game testing, development stages, engines, graphics, and more. Students must provide a short definition from an online source for each term along with an image or video example and explain how the term relates to their own game production practice.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
A game is a structured activity involving goals, rules, conflict, interaction and rewards. There are different types of video games like arcade, computer, console and mobile games. Common game genres include action, adventure, puzzle, role playing, strategy and simulation games. The document then provides examples and guidelines for modeling, texturing and other aspects of the game development process.
XPS™ One™ Sales Aid (2007 2-page flyer)Wayne Caswell
I created this for Dell as Messaging Manager for consumer desktop PCs. I did the layout and graphics and wrote all of the copy. Before leaving Dell, I got permission to use documents shown here as samples of my work.
This document provides an overview of show budgeting for AAPEX, including key deadlines, contact information, and budget categories to consider. It outlines industry standard budget allocations, important budget details like exhibit design and staffing costs, and free promotion opportunities. Key deadlines are listed that exhibitors should track for things like advertising, services ordering, and shipping. Contact information is provided for show management, the venue, and other organizations involved in AAPEX.
Laki-laki juru gambar 65 tahun mengalami berbagai gejala khas dementia seperti kesulitan mengingat detail, berkurangnya kemampuan intelektual, disorientasi tempat dan waktu, serta kesulitan tes ingatan sederhana. Pemeriksaan neurologis menunjukkan diagnosis dementia Alzheimer.
This document is a glossary produced by a student at Salford City College for their BTEC Extended Diploma in Games Design course. It contains definitions for 27 terms related to video game design, development, and testing. For each term, the student provides a short definition found through online research along with a description of how the term relates to their own game production practice.
This document summarizes Christoph Becher's presentation about building games with Unity 3D. The presentation covers setting up an indie game studio, key considerations for teams of all sizes using Unity, and establishing pipelines and processes for managing assets and code across platforms and DLC. It emphasizes keeping projects organized and establishing automated workflows to simplify collaboration and releasing.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
The document summarizes the specifications of the WS50 LED widescreen full HD display. It has a 1920x1080 resolution and 700 nit brightness. It features a narrow 11.5mm bezel and even bezel size that allows for tile configuration. Key features include smart energy saving mode, built-in media player compatibility, USB multimedia playback, and SuperSign software compatibility. It is available in 42" and 47" screen sizes with various input/output ports and mounting options.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
This document contains a glossary of terms related to video game design produced by a student named Joshua Meyer. It includes 20 terms with short definitions sourced from online references. For many terms, Meyer provides examples of how the terms relate to his own video game production practice, such as using demos to test games before purchasing, and how physics mechanics can create interesting gameplay. The glossary covers topics such as video game testing, game engines, animation, and artificial intelligence pathfinding.
Game engines provide a software framework for developing games across multiple platforms. They include components like a rendering engine for graphics, a physics engine, tools for in-game sound, scripting, artificial intelligence, networking and more. Popular commercial game engines like Unity and Unreal Engine are used widely by developers to build games efficiently. The rendering engine converts 3D models to 2D images using the GPU, while the physics engine simulates real-world phenomena through calculations from the CPU. Scripting is also important for programming game logic and artificial intelligence. Overall, game engines aim to deliver a unified development platform for creators.
The document provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
Creating a serious game with the Unity 3D Game Engine and the importance of m...danielandlubo
This document discusses the importance of music in video games and provides a simple tutorial for creating original music using free software and samples. It explains that music helps adjust the player's mood and set the tone. Action games have energetic music while puzzle games have calmer music. The tutorial recommends the free software Audacity and sites with royalty-free samples. It describes basic steps like importing samples, editing volumes, and exporting the finished track.
The document provides an overview of Unity 3D, a popular game engine. It discusses Unity basics like installing Unity, the main interface, and components like scenes, game objects, and prefabs. It also covers scripting in Unity, importing and creating assets, and how to build and export games for different platforms. The document serves as an introduction to the Unity game engine for beginners.
This document provides an overview of the video game production process using RPG Maker software. It discusses collecting resources like images, audio, and tilesets. It also covers drawing maps, both outdoor and indoor, and connecting maps with teleports. The document reviews editing the database to create characters, classes, skills, and other elements. Finally, it discusses programming events to make interactions and story elements happen in the game.
Product design presentation for Winterflame series. Winterflame Seed of Destruction is a tactical turn-based RPG with collectible card game business model. The project never made it to production, due to partnership deal failure with publishing company.
Unity is a multi-platform game development IDE that allows users to create 3D games and virtual worlds. It includes a game engine, script editor, 3D terrain editor, animation manager, and GUI system. Games made with Unity can be exported to run as native applications, web players, or on mobile platforms like iOS and Android. Unity uses a Mono compiler and allows scripting using JavaScript, C#, or Boo. Games are created by organizing 3D objects and scenes in a project.
The document is a glossary assignment for a games design course that requires students to research and define video game development terms. It includes definitions for over 20 terms related to video game testing, development stages, engines, graphics, and more. Students must provide a short definition from an online source for each term along with an image or video example and explain how the term relates to their own game production practice.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
A game is a structured activity involving goals, rules, conflict, interaction and rewards. There are different types of video games like arcade, computer, console and mobile games. Common game genres include action, adventure, puzzle, role playing, strategy and simulation games. The document then provides examples and guidelines for modeling, texturing and other aspects of the game development process.
XPS™ One™ Sales Aid (2007 2-page flyer)Wayne Caswell
I created this for Dell as Messaging Manager for consumer desktop PCs. I did the layout and graphics and wrote all of the copy. Before leaving Dell, I got permission to use documents shown here as samples of my work.
This document provides an overview of show budgeting for AAPEX, including key deadlines, contact information, and budget categories to consider. It outlines industry standard budget allocations, important budget details like exhibit design and staffing costs, and free promotion opportunities. Key deadlines are listed that exhibitors should track for things like advertising, services ordering, and shipping. Contact information is provided for show management, the venue, and other organizations involved in AAPEX.
Laki-laki juru gambar 65 tahun mengalami berbagai gejala khas dementia seperti kesulitan mengingat detail, berkurangnya kemampuan intelektual, disorientasi tempat dan waktu, serta kesulitan tes ingatan sederhana. Pemeriksaan neurologis menunjukkan diagnosis dementia Alzheimer.
The document discusses the potential for mHealth (mobile health) to be a profitable business by addressing challenges in the US healthcare system. It outlines rising healthcare costs in the US and how mHealth could help by reducing overutilization of care, improving system efficiency, and influencing patient behavior through remote monitoring and disease management. While the mHealth market is estimated to grow significantly, challenges include the profusion of products, fragmented solutions, and unclear business models. The document proposes AT&T's strategic approach is to develop end-to-end solutions, create a common mHealth platform, and focus on driving medical cost reduction through priority areas like remote patient care and mobile health infrastructure.
This document summarizes a presentation about new features in Puppet 3.0. It discusses improvements to pluginsync that enable it by default, better platform support including for Solaris and Windows, Hiera being built-in, new language features like "unless", and the removal of dynamic scoping. It concludes by discussing the roadmap for future Puppet releases with a focus on quality, settings and code loading, a slimmer core and more modules, and themed feature releases.
O estudo revelou que:
1) Jovens entre 18-25 anos enviam mais mensagens de texto, cerca de 133 por semana, enquanto homens se comunicam mais por SMS do que mulheres.
2) Mulheres tendem a enviar mensagens mais longas demonstrando afinidade, enquanto homens preferem mensagens curtas e diretas.
3) Apesar do crescimento de outros serviços, 92% dos usuários de smartphones ainda dependem das mensagens de texto por confiabilidade e imediatidade.
The document discusses game development topics such as introductions to game development, component-based architecture, and applying component-based architecture in Unity. It also discusses game industry trends, gamification, real-time software techniques like game loops, and producing graphics and audio for games. Component-based architecture is explained using examples of entities, components, and managing components in code. The document recommends considering how to apply these concepts in game projects.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up space game. It involves creating sprites, objects, and coding events for player movement and controls. Backgrounds, particles, lasers, enemies, health systems, and scoring were added. Testing was done after implementing each new element to ensure proper functionality. The game is now complete with sprites, backgrounds, player movement, firing lasers, enemies, health systems, and scoring.
The document describes Drama Dash, a game designed based on Game 3.0 theory where players control paper box characters to perform dramas and satisfy changing audience requirements. It includes different game modes and character abilities like using a teammate as a cannon. The project plan spans 10 weeks from concept to testing and submission. The purpose is to design a hands-on game immersing players in being dreamers through creating as part of Dare 2009's theme of dreaming and doing.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up game with a space theme. It involves creating sprites, objects, rooms, and coding player movement and abilities like shooting lasers. Enemies are added that spawn randomly and fire lasers at the player. Health and scoring systems are implemented, along with particle effects, scrolling backgrounds, and sound effects. The game is thoroughly tested throughout development.
The document discusses the challenges of developing HTML5 games for mobile. It describes how Ludei created CocoonJS to address issues with existing web game engines by adding HTML5 APIs and integrating it with their native framework. Key challenges discussed are smart memory management, optimized JavaScript, abstraction, and leveraging native features like ads and payments. The document advocates developing and testing on mobile first. It shares statistics on adoption of CocoonJS and encourages interested developers to apply for open roles.
The document provides an overview of Silverlight architecture and performance best practices. It discusses the rendering pipelines, UI thread, animation basics, layout and draw process, rasterization, and profiling Silverlight applications. Tips are provided for optimizing performance, such as using EnableRedrawRegions, avoiding large animations, and identifying what blocks the UI thread during debugging.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
This document provides instructions for coding your first HTML5 game. It discusses using HTML5 technologies like Canvas and WebGL to build games in the browser. It then outlines the structure of an HTML5 game project using the JavaScript library LimeJS. Key aspects covered include setting up the game logic with an initialization, update, and render loop, adding sprites and handling input events, movement, collisions, and winning/resetting the game.
Godio is a game designer and developer with 8 years of experience. His skills include game design, coding, community building, and trend analysis. Some of his projects include developing browser-based games to promote websites, balancing an existing mobile game to boost its audience, and leading new game projects. His portfolio shows a variety of roles and experiences across both personal and client-focused projects.
The document outlines an agenda for a workshop called "Theory meets Design meets Play Workshop" that uses a card game called GameGame. The workshop will include an introduction to game theory elements, playing GameGame to learn the rules, and playing in pairs. GameGame is designed to help participants understand game design by adapting concepts from applied ludology to a card game format where participants collect cards representing design elements.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
The document describes a space shooter game being developed using the XNA framework. The game will use trackpad controls to provide an immersive experience for laptop users. It is being developed by a team of students and will feature top notch graphics, multiple levels of difficulty, scoring, time tracking, and collision detection. The document outlines the game's design, functions like initialize, load content, unload content, update, and draw. It also discusses the XNA framework, collision detection using bounding spheres, and the team's step-by-step implementation process in three phases.
Dynamic Wounds on Animated Characters in UE4Michał Kłoś
Talk describes the challenge of combining rich VFX with interaction of animated characters. During the presentation will give an overview on setup of materials, scripting and programming. Profiling and background of technical constraints will also be brought up. This talk covers technical art topics, but artists and programmers will also find interesting details. Best for people familiar with Unreal Engine 4 or for those who want to see how to create current state of the art VFX with UE4.
This document provides an overview of developing a Silverlight game, including designing levels and storyboards, implementing game logic for player movement and collision detection, developing the game using tools like Visual Studio and Expression Blend, and organizing code using the MVC pattern. It also describes techniques for animating game elements like scrolling the game board and frame-by-frame animations, as well as managing sounds. The game is divided into modular XAP files that are downloaded and loaded dynamically.
The document discusses Miguel de Icaza's work on Mono and .NET technologies. It provides an overview of Mono components for server and client development as well as third party integrations. It also discusses Mono's C# interpreter and using Mono technologies to improve game development performance and productivity.
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The iPhone has a surprisingly powerful engine under that shiny hood when it comes to floating-point computations. This is something that surprises a lot of programmers because by default, things can slow down a lot whenever any floating point numbers are involved. This session will explain the secrets to unlocking maximum performance for floating point calculations, from the mysteries of Thumb mode, to harnessing the full power of the forgotten vector floating point unit. Stay away from this session if he thought of reading or even (gasp!) writing assembly code scares you.
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The iPhone is the first device since Nintendo's WiiMote that is actually changing the way players play our games. This session will discuss what it truly means to have an accelerometer driven, multi-touch capable, location aware device for players to play with.
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While the focus of this session will be player input as it relates to games, the underlying concepts and approaches should be applicable to all manner of iPhone applications.
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Using Concurrency To Improve ResponsivenessJohn Wilker
Adding concurrency to your iPhone application allows your application to become more responsive to user input and usability. This session will explore the use of NSOperation and NSOperationQueue to add concurrency to iPhone applications through discussion and examples.
Want to squeeze every last bit of performance out of your apps? I will show you how to let go of using Interface Builder to create better performing, more optimized, and leaner apps. I'll walk you through why it's better, how to create and move projects off of IB, building your UI in code, and how to gain a better understanding of how your code works from the ground up.
A cursory look at the Mobile WebKit platform and the benefits of having Javascript at ones disposal. Broad categories covered will include AJAX in the mobile environment, CSS transitions, and iPhone-specific features. Specifically, I will demonstrate how to build a mobile application with a custom, native-looking, interface which uses dynamic data.
Jon liang stepped in to pinch hit on two sessions that the presenters had to miss. OpenGL and Acceleromter. Hit it out of the park. Non Game App Dev Track. 360|iDev San Jose 09
The document compares AppDelegate and NSNotificationCenter in iOS development. AppDelegate serves as the root controller of an application and handles events like startup and shutdown. Delegates allow objects to manipulate each other through callbacks. Notifications allow asynchronous messaging between any objects through NSNotificationCenter by posting and observing notifications. The document provides examples and pros and cons of each approach.
The document provides an overview of SQLitePersistentObjects (SQLPO), an object-relational mapping (ORM) tool for SQLite databases on iPhone. It discusses how to define persistent objects that map to database tables, and perform common CRUD operations like saving, finding, and deleting objects. SQLPO handles mapping data types to columns and storing relationships and collections. It also supports custom queries, indices, and other features to improve performance and flexibility.
The document discusses converting Flash content to native iPhone applications using Barefoot Software's b.Tween technology. It describes b.Tween as a platform that allows Flash applications to be ported to the iPhone while accessing all of its features, without needing to be run through a plugin. The conversion process involves dissecting Flash movies, converting resources and ActionScript, and exporting framed animations. B.Tween uses a dictionary-based system to map Flash display objects and assets to corresponding IDs on the iPhone.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
11. General Structure of Games
main
paint update
background
objects
in view
heads
up display
12. General Structure of Games
main
paint update
background
objects
in view
heads
up display
13. General Structure of Games
main
paint update
background
objects
in view
heads
up display
14. General Structure of Games
main
paint update
background
game
state
particle changes
objects effects
avatar’s
in view
position
bad camera
heads guys’ position
up display positions
15. General Structure of Games
main
paint update
background
game
state
particle changes
objects effects
avatar’s
in view
position
bad camera
heads guys’ position
up display positions
16. General Structure of Games
main
paint update
background
game
state
particle changes
objects effects
avatar’s
in view
position
bad camera
heads guys’ position
up display positions
17. General Structure of Games
main
paint update
background
game
state
particle changes
objects effects
avatar’s
in view
position
set flags bad camera
heads in the data guys’ position
up display models positions
I/O
18. Outline
• Game demo
• General Architecture of games
• Input Modes
• Code tour
• Networking
• Sound
• Tips & Tricks
20. Input Modes
PAC-MAN:
choice of 3 control modes:
Swipe (best)
Accelerometer (okay)
D-Pad (sucks)
21. Touch Input
• whenever the user needs to touch the
screen, they’re blocking what they can see
• fine in puzzle games
• less fine in platformers/fps/non-puzzle
• keep the users’ fingers off to the sides or
only on the screen for a short time (swipe)
22. Good Examples
• iMech - steering/aiming
wheels out of the way
• Dropship - wheels
anywhere user touches
down, so motion is
relative
24. Chart of Bubble Level’s
low-pass filter
Accelerometer output
1.00
0.75
output 0.50
0.25
0
time t
25. Accelerometer input
• use a filter function that works for your
game
• maximize controllability and sensitivity
• play around with it until you (and your
friends) feel it’s right
26. Accelerometer input
position.x += 8.0 * acceleration.x;
• TwitterGame: we used tilt to move left/
right
• simple: adjust the avatar’s position by a
(constant factor * raw data)
• at 60hz sample rate, avatar moves 480px/s
at a force of acceleration.x =1.0
27. Common mistakes
• don’t require the user to tilt the device to
an angle where they can no longer see the
screen
• iterate until your controls feel right
• don’t use the accelerometer for menu
navigation
28. Outline
• Game demo
• General Architecture of games
• Input Modes
• Code tour
• Networking
• Sound
• Tips & Tricks
29. From Swipe to Jump
an illustrated tour of TwitterGame’s code
30. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
31. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
32. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
33. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
34. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
35. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
36. From Swipe to Jump
touchesEnded
Game
EAGLView
Controller
touchesBegan
45. From Swipe to Jump
Can you see what would happen if we instead
checked whether the avatar’s frame was intersecting
with a platform?
What if we used current position and previous
position instead?
46. Outline
• Game demo
• General Architecture of games
• Input Modes
• Code tour
• Networking
• Sound
• Tips & Tricks
47. Networking
• You have the usual options available:
• sockets, URL requests
• GameKit - a (disappointingly-named) networking framework
• local bluetooth connections
• voice chat over the internet
• GK doesn’t do anything but networking
48. Networking
Task Tool Read
getting/posting to a
NSURLConnection URL Loading System
webserver
interacting with a
CFNetwork Programming
gameserver using a constant CFSocket
Guide
connection
creating a local peer-to-peer GameKit Programming
GameKit
game connection Guide
49. Outline
• Game demo
• General Architecture of games
• Input Modes
• Code tour
• Networking
• Sound
• Tips & Tricks
50. Sound
Task Tool Read
Games where sound timing AV Foundation Framework
is not essential AVAudioPlayer Reference
3D Games OpenAL OpenAL.org
Games where sound timing Audio Queue Services
is essential AudioQueue Reference
AudioToolbox/ System Sound Services
UI/Menu Sounds AudioToolbox.h Reference
51. Sound
• Use AVAudioSession to tell the device how
to handle your app’s audio
• Set your category to
AVAudioSessionCategoryAmbient so that
users can listen to their iPod while they
play your game
52. Outline
• Game demo
• General Architecture of games
• Input Modes
• Code tour
• Networking
• Sound
• Tips & Tricks
54. Do Quick Prototyping
• We wrote a simple UIView animation-based
implementation just as a proof-of-concept in about
2 hours
• Doesn’t need to be nice, only needs to
approximate what you want
• Helps you work out issues you hadn’t thought
about with your basic gameplay before you get
caught up in your real implementation
55. Have Randomness
• Randomly generated scenery
• User input * random number = just enough
frustration to keep the user interested
56. Adjust values until they
feel right
• Have lots of tweakable constants
• Don’t spend too much time being true to
theoretical physics
• Iterate on your input handling sections
62. Vertex Arrays
Main Memory
position OpenGL
color
tex coord
position
color
tex coord
position
color
tex coord
position
color
tex coord
63. Vertex Arrays
glVertexPointer(3, // 3 components / vertex
GL_FLOAT, // type of data
0, // stride (tightly-packed)
positions); // pointer to data
glEnableClientState(GL_VERTEX_ARRAY);
/* Set up color, normal, tex coord arrays... */
glDrawArrays(GL_TRIANGLES,
0, // Starting at vertex zero...
6); // ... Render 6 vertices
64. OpenGL ES 1.1
• Fewer geometry types
• No display lists
• No direct-to-framebuffer blitting
• No automatic format conversions
• Fixed function pipeline only
72. Vertex Attribute Arrays
Main Memory
Attrib 0
Attrib 1
OpenGL
value 0
Attrib 2
value 0
value 0
value 1
value 1
value 1
value 2
value 2
value 2
…
…
…
73. glVertexAttribPointer(positionIndex, // attrib index for position
3, // 3 components / vertex
GL_FLOAT, // type of data
GL_FALSE, // don’t normalize
0, // stride (tightly-packed)
vertices); // pointer to data
glEnableVertexAttribArray(positionIndex);
/* Set up color, normal, tex coord arrays... */
glDrawArrays(GL_TRIANGLES, 0, 6);
85. Material Material Material
Create a material from
each of the unique objects
we want to draw, that
encapsulates all of the
object’s rendering state.
86. Sort each of the objects into buckets keyed by material.
Now you don’t have to change any state bet ween drawing like objects! How can we reduce state
changes / draw calls even
Also, because we don’t have to change any state bet ween draws, we more? Texture atlases!
can aggregate all the geometry into a single buffer / single draw call.
Material Material Material
Geometry Buffer Geometry Buffer Geometry Buffer
94. Vertex Buffer Objects
GPU
RAM Video Memory
Bus
position 0 position 0
position 1 position 1
position 2 position 2
95. Vertex Buffer Objects
GPU
RAM Video Memory
Bus
position 0 position 0
position 1 position 1
position 2 position 2
96. Vertex Buffer Objects
GLuint vboName;
glGenBuffers(1, &vboName);
glBindBuffer(GL_ARRAY_BUFFER, vboName);
glBufferData(GL_ARRAY_BUFFER, // binding point
bufferSize, // size of buffer
bufferPointer, // pointer to buffer in RAM
GL_STATIC_DRAW); // usage hint
97. STATIC: Written once, used many times
DYNAMIC: Modified a lot, used often
STREAM: Modified once, used only a few times
ES 1.1 ES 2.0
• GL_STATIC_DRAW • GL_STATIC_DRAW
• GL_DYNAMIC_DRAW • GL_DYNAMIC_DRAW
• GL_STREAM_DRAW
98. Using VBOs… ES 1.1
// Bind our buffer.
glBindBuffer(GL_ARRAY_BUFFER, vboName);
// Tell GL where the geometry is.
glVertexPointer(3, GL_FLOAT, 0, // same as before
0x0); // offset into the buffer
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays( ... );
99. Using VBOs… ES 2.0
// Bind our buffer.
glBindBuffer(GL_ARRAY_BUFFER, vboName);
// Tell GL where the geometry is.
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE 0,
0x0); // offset into the buffer
glEnableVertexAttribArray(positionIndex);
glDrawArrays( ... );
114. glCompressedTexImage2D(GL_TEXTURE_2D,
level, # mipmap level
format,
width, height,
0, # border (must be zero!)
size, # size of data
dataPointer); # pointer to data
118. Special Thanks
Libraries used:
Matt Gemmell - MGTwitterEngine
Michael Daley and Ben Britten - Sound Engine core
Tim Omernick - GLTexture class core
Direct Contributors:
Jeff Osborne - Game Sounds
Duncan Stanley - Game Design help
Wil Shipley - code pimping
Twitter and our friends - tweets
Timothy Fitz - debugging help