Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Implementation of Artificial Environment using DirectXS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This assignment brief outlines 3 tasks for students to complete to assess their understanding of games console hardware and software technologies. Task 1 requires students to produce comparison tables of the key features of existing games consoles and mobile gaming devices. Task 2 involves designing specs and concept artwork for an open-source games console, including proposed hardware components and controller design. Task 3 is to create a glossary defining important hardware and software terms used in games technologies and providing examples of their usage. The assignment aims to evaluate students' ability to explain hardware and software technologies for games platforms using appropriate terminology.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
As the 2011 Christmas Holidays quickly approach we are offering some great gift ideas that you can surprise your family and friends with. Don't forget to click the "LIKE" Button
Game engine class for year 10
Lesson plan adapted from slideShare
http://tinyurl.com/on5kv5t
Associate Professor David Parsons
Massey University, Auckland, New Zealand
Mike Bagley has over 15 years of experience as a game software engineer and has brought over 15 games to market across various platforms. He has experience leading teams of up to 10 people with budgets of $1 million. Bagley has worked independently and as a contractor for companies like Electronic Arts and HomeVesting, developing games in engines like Unity and Unreal Engine. He also has experience instructing university courses on game development.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
Implementation of Artificial Environment using DirectXS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This assignment brief outlines 3 tasks for students to complete to assess their understanding of games console hardware and software technologies. Task 1 requires students to produce comparison tables of the key features of existing games consoles and mobile gaming devices. Task 2 involves designing specs and concept artwork for an open-source games console, including proposed hardware components and controller design. Task 3 is to create a glossary defining important hardware and software terms used in games technologies and providing examples of their usage. The assignment aims to evaluate students' ability to explain hardware and software technologies for games platforms using appropriate terminology.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
As the 2011 Christmas Holidays quickly approach we are offering some great gift ideas that you can surprise your family and friends with. Don't forget to click the "LIKE" Button
Game engine class for year 10
Lesson plan adapted from slideShare
http://tinyurl.com/on5kv5t
Associate Professor David Parsons
Massey University, Auckland, New Zealand
Mike Bagley has over 15 years of experience as a game software engineer and has brought over 15 games to market across various platforms. He has experience leading teams of up to 10 people with budgets of $1 million. Bagley has worked independently and as a contractor for companies like Electronic Arts and HomeVesting, developing games in engines like Unity and Unreal Engine. He also has experience instructing university courses on game development.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
A game engine is the core software that handles various components of a game like graphics, physics, sound, and artificial intelligence. Game engines provide tools and technologies to simplify game development while supporting multiple platforms. Key components of game engines include graphics rendering, physics simulation, sound, scripting, animation, and networking. Game engine architecture typically involves modules for these components that communicate through an application programming interface while abstracting the underlying hardware.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
Useful Tools for Making Video Games - fmod (2008)Korhan Bircan
FMOD is audio middleware that provides features for real-time 3D audio and digital sound effects in video games. It supports many platforms and over 20 file formats. Games that use FMOD include Guitar Hero III, BioShock, and Crysis. FMOD can create thousands of simultaneous sounds, handle 3D positioning, and apply effects chains through a C++/C# API. Configuration options include output settings, Doppler scaling, and hardware channel counts.
This document provides a synopsis for a mini project to develop an 8-bit space shooting game called "GALACTUS". The game will have three modes - homepage, gameplay, and game over. In gameplay, the player controls a spaceship to shoot at three types of enemies (basic, shooter, boss) while avoiding their bullets. The player has three lives and the goal is to defeat waves of aliens to earn points. The project aims to create an entertaining 8-bit game that can be played on more accessible platforms like mobile and PC using the TIC-80 software, to overcome the expensive hardware requirements of higher-end gaming consoles.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
This document discusses operating systems and provides details about Windows. It describes the Start menu, desktop, task bar, icons, and shutdown/restart options in Windows. It also mentions configuring the background, screen saver, appearance, and web options on the desktop. The document then discusses local and wide area networks and networking components like Ethernet, coaxial cable, hubs, switches, and the TCP/IP protocol.
The Philly Game Jam 2009 was a 48-hour game development competition where teams of 3-10 people worked to build a video game prototype based on an announced theme. The theme was "An age is called Dark, not because the light fails to shine, but because people refuse to see it." Teams used tools like XNA, Flash, or game engines from their companies to develop their games in a shared workspace at the GameX convention, competing for prizes totaling over $25,000. Attendees were free to observe the teams' progress and teams gained some celebrity status through coverage on BaltimoreGamer.com.
The document summarizes the basic flow of a computer from input to output, including the role of the microprocessor and memory. It then lists some examples of input, microprocessor functions, memory components, and output devices. Finally, it provides some brief highlights about the computer industry in 1982-1983, including milestones for Apple Computers, the first computer virus, personal computers being named "Machine of the Year", and Paul Allen leaving Microsoft.
This document outlines several important events and releases in computer history from 2002-2003, including PayPal being acquired by eBay in 2002, Microsoft releasing Windows XP and Windows Server 2003 in 2003, and the founding of MySpace as an online community site in 2003. Other events mentioned include Apple introducing Mac OS X 10.2, the Mozilla Foundation being established, and Intel announcing the new BTX motherboard form factor standard.
1. The document discusses various operating systems including DOS, Windows, OS/2, and Unix.
2. It describes key aspects of the Windows desktop interface such as the Start menu, task bar, icons, and control panel.
3. It provides an overview of networking concepts like LAN, WAN, Ethernet, and TCP/IP.
The first arcade game was Galaxy Game in 1971. The most popular gaming consoles are the Sony PlayStation 2 which sold 155 million units globally. The latest Xbox One has an 8-core CPU, 8GB RAM, 500GB storage, and built-in Wi-Fi. Charles Babbage began developing the first automatic computing engine called the Difference Engine in 1822. A top gaming computer features an Intel Core i7 processor, Intel Z77 motherboard, 16GB RAM, 1TB hard drive, and GeForce GTX 670 graphics card. The iPhone 5s has an A7 64-bit chip, dual-core 1.3GHz processor, 16GB storage, 4-inch 640x1136 pixel display,
The document discusses the basic parts and functions of a computer. It defines a computer as a device that takes in information through input devices, stores this in storage devices, processes it, and outputs the processed information. It provides examples of input devices like keyboards, mice, and microphones. Storage devices are listed as hard disk drives, DVD drives, memory sticks, and memory cards. Output devices mentioned include monitors, speakers, and printers. The document also defines hardware as the physical parts you can touch, like monitors and keyboards, while software refers to programs and the information they use, such as web browsers and games.
Human: Thank you for summarizing the document. You captured the key points effectively in 3 sentences or less
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Habitat Indie Game Development Pre-Post MortemCharles Cox
Created in Unity by Seattle based game developer 4gency, Habitat is currently in Early Access development for PC, Mac, and Linux.
4gency founder/CEO Charles Cox shares lessons learned from developing Habitat from idea to Early Access game on Steam in less than a year. Habitat's development is still ongoing toward a 2015 release but there are plenty of lessons to share!
Description of Game: Habitat is a space-themed strategy game that places you in high orbit around a ravaged Earth far in the future. Your survival depends on your ability to sift through centuries of floating space junk to construct a sustainable base. Leading a team of engineers in salvaging operations and construction, you’ll be faced with grim choices where managing your limited resources can mean the difference between life and death. As mysterious and powerful enemies mount attacks against your habitat, you’ll learn to craft kinetic weapons and defend your stellar stronghold. As you fight, explore, and create, you may even learn the truth about the Earth’s destruction and discover the secret to humanity’s survival among the stars.
The document describes the main components of a computer system including hardware and software. It discusses the central processing unit, main memory, input/output units, storage devices, and how they work together. It also provides examples of algorithms to calculate averages and use counters in a loop.
The document provides an overview of graphics programming on the Xbox 360, including details about the system and GPU architecture, graphics APIs like Direct3D, shader development, and tools for graphics debugging and optimization like PIX. Key points include that the Xbox 360 GPU is designed by ATI and includes 10MB of EDRAM, supports shader model 3.0, and has dedicated hardware for features like tessellation, procedural geometry, and anti-aliasing. Direct3D is optimized for the Xbox 360 hardware and exposes new features. PIX is a powerful tool for performance analysis and debugging graphics applications on the Xbox 360.
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Gra T515 Direct X Windows 7的核心图形功能 Anantha Kancherlaexherb
The document discusses graphics APIs and their capabilities on different hardware configurations. It introduces Direct2D and DirectWrite as newer 2D graphics APIs that interact with Direct3D 10/11 through shared surfaces. Older APIs like GDI can also interact with Direct2D and Direct3D. The document provides a table comparing feature support across different levels of a Direct3D hardware emulation driver.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
DirectX is a collection of APIs that provides low-level access to multimedia hardware on Windows systems. It enhances graphics and audio capabilities by taking advantage of capabilities like 3D acceleration and hardware processing. DirectX includes APIs that support 3D graphics through Direct3D, audio playback and mixing through DirectSound, input from devices like controllers through DirectInput, network multiplayer games through DirectPlay, and multimedia playback through DirectShow. By providing standardized access, DirectX allows programs to take advantage of capabilities without needing device-specific code.
A game engine is the core software that handles various components of a game like graphics, physics, sound, and artificial intelligence. Game engines provide tools and technologies to simplify game development while supporting multiple platforms. Key components of game engines include graphics rendering, physics simulation, sound, scripting, animation, and networking. Game engine architecture typically involves modules for these components that communicate through an application programming interface while abstracting the underlying hardware.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
Useful Tools for Making Video Games - fmod (2008)Korhan Bircan
FMOD is audio middleware that provides features for real-time 3D audio and digital sound effects in video games. It supports many platforms and over 20 file formats. Games that use FMOD include Guitar Hero III, BioShock, and Crysis. FMOD can create thousands of simultaneous sounds, handle 3D positioning, and apply effects chains through a C++/C# API. Configuration options include output settings, Doppler scaling, and hardware channel counts.
This document provides a synopsis for a mini project to develop an 8-bit space shooting game called "GALACTUS". The game will have three modes - homepage, gameplay, and game over. In gameplay, the player controls a spaceship to shoot at three types of enemies (basic, shooter, boss) while avoiding their bullets. The player has three lives and the goal is to defeat waves of aliens to earn points. The project aims to create an entertaining 8-bit game that can be played on more accessible platforms like mobile and PC using the TIC-80 software, to overcome the expensive hardware requirements of higher-end gaming consoles.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
This document discusses operating systems and provides details about Windows. It describes the Start menu, desktop, task bar, icons, and shutdown/restart options in Windows. It also mentions configuring the background, screen saver, appearance, and web options on the desktop. The document then discusses local and wide area networks and networking components like Ethernet, coaxial cable, hubs, switches, and the TCP/IP protocol.
The Philly Game Jam 2009 was a 48-hour game development competition where teams of 3-10 people worked to build a video game prototype based on an announced theme. The theme was "An age is called Dark, not because the light fails to shine, but because people refuse to see it." Teams used tools like XNA, Flash, or game engines from their companies to develop their games in a shared workspace at the GameX convention, competing for prizes totaling over $25,000. Attendees were free to observe the teams' progress and teams gained some celebrity status through coverage on BaltimoreGamer.com.
The document summarizes the basic flow of a computer from input to output, including the role of the microprocessor and memory. It then lists some examples of input, microprocessor functions, memory components, and output devices. Finally, it provides some brief highlights about the computer industry in 1982-1983, including milestones for Apple Computers, the first computer virus, personal computers being named "Machine of the Year", and Paul Allen leaving Microsoft.
This document outlines several important events and releases in computer history from 2002-2003, including PayPal being acquired by eBay in 2002, Microsoft releasing Windows XP and Windows Server 2003 in 2003, and the founding of MySpace as an online community site in 2003. Other events mentioned include Apple introducing Mac OS X 10.2, the Mozilla Foundation being established, and Intel announcing the new BTX motherboard form factor standard.
1. The document discusses various operating systems including DOS, Windows, OS/2, and Unix.
2. It describes key aspects of the Windows desktop interface such as the Start menu, task bar, icons, and control panel.
3. It provides an overview of networking concepts like LAN, WAN, Ethernet, and TCP/IP.
The first arcade game was Galaxy Game in 1971. The most popular gaming consoles are the Sony PlayStation 2 which sold 155 million units globally. The latest Xbox One has an 8-core CPU, 8GB RAM, 500GB storage, and built-in Wi-Fi. Charles Babbage began developing the first automatic computing engine called the Difference Engine in 1822. A top gaming computer features an Intel Core i7 processor, Intel Z77 motherboard, 16GB RAM, 1TB hard drive, and GeForce GTX 670 graphics card. The iPhone 5s has an A7 64-bit chip, dual-core 1.3GHz processor, 16GB storage, 4-inch 640x1136 pixel display,
The document discusses the basic parts and functions of a computer. It defines a computer as a device that takes in information through input devices, stores this in storage devices, processes it, and outputs the processed information. It provides examples of input devices like keyboards, mice, and microphones. Storage devices are listed as hard disk drives, DVD drives, memory sticks, and memory cards. Output devices mentioned include monitors, speakers, and printers. The document also defines hardware as the physical parts you can touch, like monitors and keyboards, while software refers to programs and the information they use, such as web browsers and games.
Human: Thank you for summarizing the document. You captured the key points effectively in 3 sentences or less
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Habitat Indie Game Development Pre-Post MortemCharles Cox
Created in Unity by Seattle based game developer 4gency, Habitat is currently in Early Access development for PC, Mac, and Linux.
4gency founder/CEO Charles Cox shares lessons learned from developing Habitat from idea to Early Access game on Steam in less than a year. Habitat's development is still ongoing toward a 2015 release but there are plenty of lessons to share!
Description of Game: Habitat is a space-themed strategy game that places you in high orbit around a ravaged Earth far in the future. Your survival depends on your ability to sift through centuries of floating space junk to construct a sustainable base. Leading a team of engineers in salvaging operations and construction, you’ll be faced with grim choices where managing your limited resources can mean the difference between life and death. As mysterious and powerful enemies mount attacks against your habitat, you’ll learn to craft kinetic weapons and defend your stellar stronghold. As you fight, explore, and create, you may even learn the truth about the Earth’s destruction and discover the secret to humanity’s survival among the stars.
The document describes the main components of a computer system including hardware and software. It discusses the central processing unit, main memory, input/output units, storage devices, and how they work together. It also provides examples of algorithms to calculate averages and use counters in a loop.
The document provides an overview of graphics programming on the Xbox 360, including details about the system and GPU architecture, graphics APIs like Direct3D, shader development, and tools for graphics debugging and optimization like PIX. Key points include that the Xbox 360 GPU is designed by ATI and includes 10MB of EDRAM, supports shader model 3.0, and has dedicated hardware for features like tessellation, procedural geometry, and anti-aliasing. Direct3D is optimized for the Xbox 360 hardware and exposes new features. PIX is a powerful tool for performance analysis and debugging graphics applications on the Xbox 360.
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Gra T515 Direct X Windows 7的核心图形功能 Anantha Kancherlaexherb
The document discusses graphics APIs and their capabilities on different hardware configurations. It introduces Direct2D and DirectWrite as newer 2D graphics APIs that interact with Direct3D 10/11 through shared surfaces. Older APIs like GDI can also interact with Direct2D and Direct3D. The document provides a table comparing feature support across different levels of a Direct3D hardware emulation driver.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
DirectX is a collection of APIs that provides low-level access to multimedia hardware on Windows systems. It enhances graphics and audio capabilities by taking advantage of capabilities like 3D acceleration and hardware processing. DirectX includes APIs that support 3D graphics through Direct3D, audio playback and mixing through DirectSound, input from devices like controllers through DirectInput, network multiplayer games through DirectPlay, and multimedia playback through DirectShow. By providing standardized access, DirectX allows programs to take advantage of capabilities without needing device-specific code.
Namshi is an e-commerce company based in Dubai that has grown to over 250 employees and serves millions of visitors per month. Originally using a monolithic PHP architecture, they migrated to a microservices architecture using PHP, Node.js, RabbitMQ, and other tools to improve scalability, deployability, and maintainability. This involved breaking the monolith into independent services, implementing an event-driven messaging system, and building new frontends using JavaScript.
This presentation introduces the main features of Swing, an UI development library for the Java ecosystem. The main focus of the slides is to show the basic features of Swing, such as:
- Main components (JFrame, JPanel, ...)
- Layout management (FlowLayout, BorderLayout, GridLayout, ...)
- Event handling
The presentation is took from the Java course I run in the bachelor-level informatics curriculum at the University of Padova.
- The document provides an introduction to Lua programming including what Lua is, why use Lua, key concepts like tables, modules, metatables, and ways to get started with Lua programming through embedding, general purpose scripting, or common libraries and tools.
Gdc2011 direct x 11 rendering in battlefield 3drandom
The document discusses rendering techniques used in the Frostbite 2 game engine for Battlefield 3, including deferred shading with tile-based lighting computed using compute shaders. It describes how this approach reduces overdraw and bandwidth compared to traditional deferred rendering. It also discusses techniques for displacement mapping terrains, adaptive multi-sample anti-aliasing, and direct stereo 3D rendering support.
This document discusses Namshi's transition from a monolithic PHP architecture to a microservices architecture using PHP, Node.js, and other technologies. Some of the benefits realized include improved scalability, deployability, and maintainability. Key aspects covered include the use of service-oriented architecture with independent services, HTTP as the communication protocol, RabbitMQ for messaging, and PHP frameworks like Silex for building APIs. The new architecture also aims to be stateless, using JSON Web Tokens for authentication.
Lua and adaptive audio - Don Veca (Activision)Kore VM
The document discusses using Lua scripting for game audio production. It outlines why Lua is well-suited for audio tasks like prototyping, experimentation, and building adaptive audio systems. Specific audio applications that benefit from Lua include event handling, simple control, temporal control, runtime binding, and prototyping, while it is less suited for DSP, system programming, or frame-rate processing. Examples of adaptive audio systems and a car engine demo in different formats are provided before concluding that Lua is recommended for game audio and adaptive systems are an important future direction.
The document discusses graphics programming and OpenGL. It introduces OpenGL, describing it as a hardware-independent interface consisting of over 700 commands. It outlines the OpenGL API, including primitive functions, attribute functions, and viewing functions. It also covers OpenGL primitives like points, lines, and polygons, as well as attributes like color. It explains orthographic and two-dimensional viewing in OpenGL.
Dr Daniel King
Research Fellow, The University of Adelaide
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
Presented as part of of J. Stenros, O. Sotamaa, B. Perron, S. Deterding & S. P. Walz: The Game Studies Language Exchange Program: Uncovering Hidden Gems of European Game and Play Research. Peer-reviewed panel, DiGRA 2013, August 28, 2013, Atlanta, GA, USA.
A brief presentation on Microsoft's Graphics platform - DirectX. The presentation explains the need for DirectX and how it came into being. It explains the Architecture in detail including the components which make up DirectX. The presentation then gives a short version history of DirectX and makes some points on the latest version, known as DirectX 12.
Declarative Internal DSLs in Lua: A Game Changing ExperienceAlexander Gladysh
The document discusses using internal domain-specific languages (DSLs) in Lua and provides examples of how to implement them. It describes loading DSL data into a tree structure, validating the data through tree traversal, and generating outputs by traversing the tree a second time. The document argues that this approach provides reusability across different DSLs and output targets with good error reporting. It also gives examples of where internal DSLs are used, such as for HTTP APIs, configuration files, databases, and visual editors.
This document provides an overview of graphics programming in C using Turbo C++. It outlines the course content which includes drawing points, lines, polygons, circles and filling areas. It also discusses geometric transformations in 2D and 3D as well as line clipping algorithms. It provides details on setting up the integrated development environment and creating a graphics header file to initialize and exit graphics mode. It includes code examples to display a single point on the screen by approximating pixel coordinates as integers.
This document provides an overview and agenda for developing Windows Phone 7 apps using XNA. It discusses the XNA framework, game loop, graphics, audio, sensors, and Xbox Live integration. The presentation demonstrates how XNA provides powerful, productive and portable tools for developing games on Windows Phone 7 and leveraging features like Xbox Live.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document provides an overview and introduction to developing Windows Phone 7 games using XNA Game Studio 4.0. It discusses the XNA framework, Windows Phone 7 hardware capabilities, the XNA game loop, graphics, audio, touch input, sensors, Xbox Live connectivity, and achieving cross-platform development. The presentation emphasizes that XNA provides a powerful, productive, and portable platform for game development and allows targeting Windows Phone 7, Xbox 360, and Windows with the same codebase. It also highlights the integration of Xbox Live features like achievements, leaderboards, and gamer profiles.
This document provides an overview of the Kinect SDK, including hardware requirements, the development environment, image and depth APIs, skeletal tracking, audio processing, speech recognition, and sample applications. It discusses the Kinect sensor's depth sensors, RGB camera, and microphone array, and how to access depth data, skeletal data, and audio streams from the Kinect in code. It also introduces APIs for images, depth data, skeletal tracking, audio, and speech recognition.
Unity3D is a full 3D engine that supports many platforms and has powerful customization tools. It features a 3D engine, cross-platform support for Windows, Mac, web, iOS, Android, and more. Unity3D uses extensible plug-in architectures and scripting languages like C# for game logic.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Absolutist: Porting to major platforms within a minuteDevGAMM Conference
What challenges does development to various platforms assume? The speaker will touch upon vital question that every team faces. Is it possible to minimize coding costs and what technologies may help?
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.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
This document contains a glossary of terms related to video game design. It provides definitions for terms like alpha, beta, demo, gold (in reference to game versions), debugging, automation, collision detection, and others. Each term definition includes a short explanation and link to an online source. For some terms, the document also describes how the term relates to the author's own game production practice, such as releasing different versions to test for bugs.
An updated version of the 2008 talk which includes social networking tools, servers, and casual game middleware. Also a lot of comparisons between computer science constructs and world religion.
This document discusses Adobe's gaming tools and frameworks for cross-platform game development, both currently and looking ahead. It outlines some key frameworks like Starling and Away3D that are integrated into the Adobe Gaming SDK to support 2D and 3D game development. It also mentions upcoming updates to the SDK and frameworks as well as tools for profiling and debugging games across platforms. The document advocates using Adobe's tools to build games now with technologies like Flash and AIR, while preparing for HTML5 game development in the future.
9 out of the top 10 Facebook games and the top iOS and Android are powered by Flash. Understand why companies like Rovio, Zynga, Amanita, Gamegoo, Unity, and others choose Flash for their casual and social games. Get inspired by visionary examples of the next generation of cross platform GPU enabled Flash experiences, and learn how to target the desktop, iOS and Android.
This document outlines the roles and responsibilities involved in game development, including programmers, artists, sound designers, and project managers. It discusses common tools used in each role like Unity and Photoshop. Salary ranges are provided for artist levels in Myanmar. The development workflow is summarized as scoping the project, creating timelines and task breakdowns, and developing the core mechanics, story, and business logic.
This assignment brief outlines three tasks for a Level 3 BTEC National qualification in computer game platforms and technologies. The purpose is to assess understanding of hardware and software technologies for game platforms. For task 1, students must research and compare features of existing game consoles and mobile technologies in two tables. Task 2 requires designing a specification, including concept artwork, for an open source game console. Task 3 involves producing a glossary of key hardware and software terms related to game technologies, with descriptions and examples. The deadline for submission is March 10th.
This document contains a glossary of terms related to video game design. It includes definitions of terms like alpha, beta, demo, debug, vertex shader, pixel shader, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the production practice of video game development. The glossary is intended to help students learn important concepts and terminology in the field of video game design.
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 discusses game engines and provides details about Unity 3D. It defines a game engine as software designed for video game development that includes libraries and support programs. Unity 3D is introduced as a popular cross-platform game engine first released in 2005 that can be used to create both 2D and 3D games. The document outlines some advantages of Unity 3D, such as portability and an easy learning curve, as well as some disadvantages like lesser performance than other engines and limited source code access.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
Similar to Implementation of artificial environment using direct x (20)
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELgerogepatton
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapte...University of Maribor
Slides from talk presenting:
Aleš Zamuda: Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapter and Networking.
Presentation at IcETRAN 2024 session:
"Inter-Society Networking Panel GRSS/MTT-S/CIS
Panel Session: Promoting Connection and Cooperation"
IEEE Slovenia GRSS
IEEE Serbia and Montenegro MTT-S
IEEE Slovenia CIS
11TH INTERNATIONAL CONFERENCE ON ELECTRICAL, ELECTRONIC AND COMPUTING ENGINEERING
3-6 June 2024, Niš, Serbia
Batteries -Introduction – Types of Batteries – discharging and charging of battery - characteristics of battery –battery rating- various tests on battery- – Primary battery: silver button cell- Secondary battery :Ni-Cd battery-modern battery: lithium ion battery-maintenance of batteries-choices of batteries for electric vehicle applications.
Fuel Cells: Introduction- importance and classification of fuel cells - description, principle, components, applications of fuel cells: H2-O2 fuel cell, alkaline fuel cell, molten carbonate fuel cell and direct methanol fuel cells.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
TIME DIVISION MULTIPLEXING TECHNIQUE FOR COMMUNICATION SYSTEMHODECEDSIET
Time Division Multiplexing (TDM) is a method of transmitting multiple signals over a single communication channel by dividing the signal into many segments, each having a very short duration of time. These time slots are then allocated to different data streams, allowing multiple signals to share the same transmission medium efficiently. TDM is widely used in telecommunications and data communication systems.
### How TDM Works
1. **Time Slots Allocation**: The core principle of TDM is to assign distinct time slots to each signal. During each time slot, the respective signal is transmitted, and then the process repeats cyclically. For example, if there are four signals to be transmitted, the TDM cycle will divide time into four slots, each assigned to one signal.
2. **Synchronization**: Synchronization is crucial in TDM systems to ensure that the signals are correctly aligned with their respective time slots. Both the transmitter and receiver must be synchronized to avoid any overlap or loss of data. This synchronization is typically maintained by a clock signal that ensures time slots are accurately aligned.
3. **Frame Structure**: TDM data is organized into frames, where each frame consists of a set of time slots. Each frame is repeated at regular intervals, ensuring continuous transmission of data streams. The frame structure helps in managing the data streams and maintaining the synchronization between the transmitter and receiver.
4. **Multiplexer and Demultiplexer**: At the transmitting end, a multiplexer combines multiple input signals into a single composite signal by assigning each signal to a specific time slot. At the receiving end, a demultiplexer separates the composite signal back into individual signals based on their respective time slots.
### Types of TDM
1. **Synchronous TDM**: In synchronous TDM, time slots are pre-assigned to each signal, regardless of whether the signal has data to transmit or not. This can lead to inefficiencies if some time slots remain empty due to the absence of data.
2. **Asynchronous TDM (or Statistical TDM)**: Asynchronous TDM addresses the inefficiencies of synchronous TDM by allocating time slots dynamically based on the presence of data. Time slots are assigned only when there is data to transmit, which optimizes the use of the communication channel.
### Applications of TDM
- **Telecommunications**: TDM is extensively used in telecommunication systems, such as in T1 and E1 lines, where multiple telephone calls are transmitted over a single line by assigning each call to a specific time slot.
- **Digital Audio and Video Broadcasting**: TDM is used in broadcasting systems to transmit multiple audio or video streams over a single channel, ensuring efficient use of bandwidth.
- **Computer Networks**: TDM is used in network protocols and systems to manage the transmission of data from multiple sources over a single network medium.
### Advantages of TDM
- **Efficient Use of Bandwidth**: TDM all
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
International Conference on NLP, Artificial Intelligence, Machine Learning an...gerogepatton
International Conference on NLP, Artificial Intelligence, Machine Learning and Applications (NLAIM 2024) offers a premier global platform for exchanging insights and findings in the theory, methodology, and applications of NLP, Artificial Intelligence, Machine Learning, and their applications. The conference seeks substantial contributions across all key domains of NLP, Artificial Intelligence, Machine Learning, and their practical applications, aiming to foster both theoretical advancements and real-world implementations. With a focus on facilitating collaboration between researchers and practitioners from academia and industry, the conference serves as a nexus for sharing the latest developments in the field.
Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
3. Introduction
Microsoft DirectX is a collection of application
programming interfaces (APIs) for handling
tasks related to multimedia, especially game
programming and video, on Microsoft Platform
Some APIs are
o Direct3D
o DirectDraw
o DirectMusic
o DirectPlay
o DirectSound
4. System Requirement
Microsoft Windows .
Microsoft DirectX
Pentium equivalent processor
At least 256 MB of RAM
At least 100MB space
Video graphics and monitor with at
least 800 X 600 resolution
Microsoft Visual Studio 2010.
LUX Image Scanner v1.5
5. Tux Game
Face (Main Character)
Poo (Enemy)
Yellow Ball (Goal)
Blue Ball (Trace Ball)
Pink Ball (Score)
8. Features of Tux
User can use both keyboard and
mouse
Background music is present
User can save and load the game
User can restart the game
User can also see the High Score
Features of Tux
16. Future Enhancement
The presence of several connectivity
options (Bluetooth, WIFI, GPRS, and
CDMA) in cell phones makes it a very
attractive platform for a multiplayer game
Like TUX.
TUX game can be developed in Flash,
Python, etc .
PutPixel function can be replaced bitmap
function so that number of lines in source
code can be reduced.
17. Conclusion
We were successful in creating a
single player version of traditional
Chase game. The computer controlled
intelligent opponents have been
successfully tested in the game is
a unique feature of TUX.