In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
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
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
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
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
“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?
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Introduction to Game Engine: Concepts & Components
1. INTRODUCTION TO GAME ENGINE:
CONCEPTS & COMPONENTS
Pouya Pournasir
Mojtaba Rouhibakhsh
2. Outline
What is a Game Engine?
What’s it’s Purpose?
Game Engine History
Benefits & Drawbacks
Types of Game Engines
How to Reach Equilibrium in Flexibility?
Game Engine Components
3. Game & Car Analogy:
The game engine, much like a car's engine, is what makes the game run.
Think of how the body, CD player, in-dash navigation system, and leather seats make the actual car.
That's the Asset of the game. Audio files, textures, graphic models, animations, AI algorithms are
assets of the game.
Game engine says “focus on the content of the game, I do the core things”.
6. Purpose
Engines exists to abstract the details of doing common game-related tasks so that developers
can focus on the details that make their games unique.
Engines offer reusable components that can be manipulated to bring a game to life
platform abstraction: allowing the same game to be run on various platforms
7. History
In mid-90, every single game had to be developed from bottom up for optimal use; meant that most of
the code have to be thrown out afterwards
Id Software developed Doom, a FPS game, in such a way that it’s architecture defined separation
between core software components and game world. It was an innovative way of coding video games.
people started to notice that big portions of the game code were really re-usable. John Carmack is
usually credited with the term "game engine", which was his term for splitting the reusable aspects the
game programming from the parts which were best left to other specialists: artists, designers, and
sound people could add their own contributions to the game without writing actual program code
8. Benefits: Software Reuse
provides simplified access to underlying technologies
organizes and speeds up development process
reusing the same game engine (software) to create multiple different games
less testing and debugging
better focus on the game design aspects
enables the game to run on multiple platforms(consoles, operating systems)
9. Drawbacks: Potential costs and complexity
you are limited from all aspects
Problems with license, third-party libraries
10. APIs & SDKs: Whats the difference?
API:
APIs are the software interfaces that
operating systems, libraries, and services
provide so that you can take advantage of
their particular features.
EX: OpenGL, Havok, FMOD
SDK:
An SDK is a collection of libraries, APIs, and
tools that are made available for
programming those same operating systems
and services. Most game engines provide
APIs in their SDKs.
EX: Unreal Developeent Kit.
11. Roll-your-own Game Engines (lowest level)
use publicly available application interfaces, such as APIs like XNA, DirectX, OpenGL, the
Windows and Linux APIs and SDL, to create their own engines
give programmers the greatest amount of flexibility, letting them pick and choose the
components they want and integrating them exactly how they want.
take the longest amount of time to build, make it less attractive to even proffesionals.
12. Mostly-ready game engines (mid level)
These engines are ready for prime time right out of the box, with rendering, input, GUI, physics --
you name it.
Engines in this category include OGRE and Genesis3D, which are both open source, low priced
engines like Torque, and even really high priced ones such as Unreal, id Tech, and Gamebryo.
require programming.
They might call for some scripting or sometimes even low-level coding to get a real game
working.
13. Point-and-click engines (highest level)
include a full tool chain that allows you to point and click your way to creating a game.
These engines, which include GameMaker, Torque Game Builder, and Unity3D, are built to be as
friendly as possible, and are made to require as little coding as possible.
That's not to say knowing a little coding doesn't help, but it isn't really a necessity the way it is for
the mostly-ready and roll-your-own engines.
The problem with many point-and-click engines is that they can be extremely limiting. Many do
one or two types or genres of game well, or one or two types of graphics modes
14. Extensibility: How to reach Equilibrium?
A "game engine" should be designed to be extensible and to be used as the foundation for many
different games without major modification
a game containing hard-coded logic becomes difficult or impossible to reuse to make a different
game
The more general-purpose a game component is, the less optimal it purpose a game
component is, the less optimal it may be for a particular game on a particular platform
15. Sources
Game Engine Architecure, Spring 2017 Course in University of Helsinki, Slide Introduction and
Overview.
GameCareer.com, What is a Game Engine by Jeff Ward.
Raph Koster, Creator of Game Programming gems book Series, answer to game engine related
questions in quora.com.
GiantBomb.com, Game Engine: How do they work? By michaelenger.
Wikipedia: Game Engine & Middleware.
17. Rendering Engine
• The rendering engine generates animated graphics
• most often rendering engines are built upon one or multiple
rendering APIs, such as Direct3D, OpenGL
• Interacts directly with the GPU
• e.g. Ogre
18.
19. Scene Graph
• A Scene graph contains all of the geometry of a particular scene
• Each node in a scene graph contains data representing its position
and orientation in relation to its parent node.
• Frustum culling - remove things outside of the visible screen
20.
21. Physics Engine
• The physics engine is responsible for emulating the laws of physics
realistically within the application
• Handles behavior of objects based on collisions
• e.g. PhysX , Havoc
23. Audio Engine
• The audio engine is the component which consists of algorithms
related to the output of sound through the client's speaker system
• Usually played on an event
• Built upon an external library (OpenAL, etc)
24. Artificial intelligence
• AI refers to techniques used in computer and video games to
produce the illusion of intelligence in the behavior of non-player
characters
• A* is commonly used for the common pathfinding problem in
applications such as games
25. Scripting
• Usually uses an interpreted language (Python, lua, etc)
• Typically using an interpreted scripting language avoids the need
to rebuild the code base given a gameplay change.
26. Animation
• Handles animation of objects on the scene graph
• Tells the renderer how to display the assets
• Skeletal animations is the most popular
27. Networking
• Game Networking exists where multiple people can play the same
game and interact with each other on their own system
• Peer to Peer
• Client/Server
• e.g. RakNet
28. Sources
• Wikipedia: Scene Graph, Physics Engine, Browser Engine
• Game Engine Rendering Pipeline by Sharad Mitra
Editor's Notes
Before game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the kernel by retro developers. The rapid advance of arcade hardware—which was the leading edge of the market at the time—meant that most of the code would have to be thrown out afterwards anyway
Doom by id Software was a FPS architected with a well was a FPS architected with a well-defined defined separation between its (1) core software components (the rendering system, the collision detection, the audio, etc.) and (2) the art assets, game worlds, and rules of play
people started to notice that big portions of the game code were really re-usable. John Carmack is usually credited with the term "game engine", which was his term for splitting the reusable aspects the game programming from the parts which were best left to other specialists: artists, designers, and sound people could add their own contributions to the game without writing actual program code