This document summarizes the key aspects of Captain Strike, a mobile multiplayer online battle arena (MOBA) game developed by JOY Entertainment. It discusses the game engine, back-end systems, analytics/admin tools, and monetization approaches used. While developing the game internally provided benefits like flexibility and cost savings, it also required significant resources and led to bugs. The summary identifies areas for improvement such as using commercial game engines and analytics tools to reduce workload and adopt better monetization strategies used by other developers.
This postmortem is our experience after completing Captain Strike game title by Le Giang Anh – CEO JOY Entertainment.
If you have any questions, feel free to contact us.
Fanpage: www.facebook.com/JOY.Entertainment.Page
Website: http://www.joy-entertainment.com/
Developing Hardcore Games as an Indie Dev – Captain Strike Post-Mortem | Le G...Jessica Tams
Delivered at Casual Connect Asia 2016
Captain Strike is one of the first online mobile shooting games developed by a small indie team based in Vietnam. Despite many difficulties with game development in SEA, the team still proved capable of creating high quality hardcore games with over four million users. Le Giang Anh, CEO of JOY Entertainment, will tell the story of how they could complete the project – including development, marketing and financing.
Introduction
Stock Rom And Custom Rom
Why Custom Rom
Benefits Of Custom Rom
How To Get Custom Rom On Our Device
Advantages Of Custom Rom
Disadvantages Of Custom Rom
Conclusion
How does an organization effectively decide when to use browser emulation (in case of hybrid apps), mobile simulators/emulators and real devices? In this talk, Kwo Ding will review his mobile test pyramid approach and discuss best practices about when to use what. He will also talk about how to best structure and execute these tests.
SauceCon 2017: Making Your Mobile App AutomatableSauce Labs
When writing test automation, one of the most important factors for determining the amount of time and resources it will consume (and ultimately the success or failure of the endeavor) is the testability of the application. This talk will cover strategies for maximizing the automatability of the application by writing highly automobile user interfaces for mobile and web, writing a test plan designed for parallelization and concurrency, and by choosing the best techniques to reliably and quickly set up test scenarios.
SauceCon 2017: test.allTheThings(): Digital EditionSauce Labs
TEST.ALLTHETHINGS() – DIGITAL EDITION
Asaf Saar – Director of Product Management, Sauce Labs
Testing responsive web sites is a challenging task when it span across Desktop and Mobile browsers. In this session Neil and Asaf will present the strategy and framework around testing responsive web sites using industry standard automation tools like Selenium and Appium against cloud based desktop browsers, real mobile devices, emulators and simulators.
This postmortem is our experience after completing Captain Strike game title by Le Giang Anh – CEO JOY Entertainment.
If you have any questions, feel free to contact us.
Fanpage: www.facebook.com/JOY.Entertainment.Page
Website: http://www.joy-entertainment.com/
Developing Hardcore Games as an Indie Dev – Captain Strike Post-Mortem | Le G...Jessica Tams
Delivered at Casual Connect Asia 2016
Captain Strike is one of the first online mobile shooting games developed by a small indie team based in Vietnam. Despite many difficulties with game development in SEA, the team still proved capable of creating high quality hardcore games with over four million users. Le Giang Anh, CEO of JOY Entertainment, will tell the story of how they could complete the project – including development, marketing and financing.
Introduction
Stock Rom And Custom Rom
Why Custom Rom
Benefits Of Custom Rom
How To Get Custom Rom On Our Device
Advantages Of Custom Rom
Disadvantages Of Custom Rom
Conclusion
How does an organization effectively decide when to use browser emulation (in case of hybrid apps), mobile simulators/emulators and real devices? In this talk, Kwo Ding will review his mobile test pyramid approach and discuss best practices about when to use what. He will also talk about how to best structure and execute these tests.
SauceCon 2017: Making Your Mobile App AutomatableSauce Labs
When writing test automation, one of the most important factors for determining the amount of time and resources it will consume (and ultimately the success or failure of the endeavor) is the testability of the application. This talk will cover strategies for maximizing the automatability of the application by writing highly automobile user interfaces for mobile and web, writing a test plan designed for parallelization and concurrency, and by choosing the best techniques to reliably and quickly set up test scenarios.
SauceCon 2017: test.allTheThings(): Digital EditionSauce Labs
TEST.ALLTHETHINGS() – DIGITAL EDITION
Asaf Saar – Director of Product Management, Sauce Labs
Testing responsive web sites is a challenging task when it span across Desktop and Mobile browsers. In this session Neil and Asaf will present the strategy and framework around testing responsive web sites using industry standard automation tools like Selenium and Appium against cloud based desktop browsers, real mobile devices, emulators and simulators.
How to Reliably Measure and Optimize Graphics Performance of Your Android GamesBitbar
Watch a live presentation at http://offer.bitbar.com/measure-and-optimize-graphics-performance-of-android-games
Good graphics performance is closely related to fantastic user experience. That’s why we’ve integrated the unique GameBench profiling tool into Testdroid Cloud. This is a powerful resource for any developer who wants to spot performance bottlenecks and optimize their games across an array of Android devices with different silicon, screen sizes, memory, and many other variances in software and hardware.
Stay tuned and join our upcoming webinars at http://bitbar.com/testing/webinars/
Three Trigger-Ready Flows You Can Build TodayPatrick Sheil
A presentation by Patrick Sheil (Consultant, Appirio) & Grant Pearce (Director of Sales Technology, Choice Hotels) at Dreamforce 2014 outlining three Salesforce Flow Triggers that can be easily repurposed to be useful for any business.
SauceCon 2017: Are Manual Testers Needed In Automated DevOps World?Sauce Labs
When Anurag joined Honeywell in 2014, it was an industrial company on a mission to transform itself into a Digital industrial company. Development was done in a traditional waterfall method, testing was only done manually, resulting in very few software releases with below average quality. He is helping transform the organization by driving (scaled) agile development, test automation and effective DevOps. The big question faced by the company now is how to best leverage the army of manual test resources in this automated DevOps world. In this talk, he will explain how he helped answer that question.
When our company grew up from 2 people to 19 people, we had to cope with difficulties which are involved in" developing in team".
We decided to share our findings and tips and discuss the topic of Team Development at Pause[x]Berlin 2013.
http://honza.24usoftware.com/
SauceCon 2017: Building a Continuous Delivery Pipeline with Testing in MindSauce Labs
Now more than ever, engineering teams of all sizes are under pressure to deliver quality code more frequently. With the DevOps ecosystem growing larger every day, it might seem overwhelming to fully understand how to create an end-to-end solution that allows developers to continually commit new code with confidence, without having to slow down due to rollbacks. Achieving this true Continuous Deployment pipeline is difficult, but not impossible.
Join Neil Manvar, Solutions Architect from Sauce Labs, as he demonstrates a full CD pipeline containing a Pull Request build which will be used to test changes in isolation before code is merged into the master codebase. Using a JS based code tech stack, with AngularJS for the source code, Karma/Jasmine for unit tests and Protractor for functional (Selenium) tests, he will safely push quality code to production leveraging the following tools:
- Jenkins for CI / orchestration
- Github for Source Code Management
- Docker for creating/deploying container running the application
- Sauce Labs for running tests in various browser/OS combinations
By running through all of the various steps involved in deploying code changes safely and automatically to production, Neil will discuss the ways in which the PR Build creates a real time developer feedback and enforcement mechanism, thus eliminating bottlenecks. He will also discuss the implementation strategies, as well as challenges, along with results and culture changes that come with truly embracing DevOps methodologies.
Presentation of the story how the Myanmar Movies Popcorn chatbot (https://www.facebook.com/myan.movies.popcorn/) came about and developed. I also shared tips, questions and considerations for some of the features. Presented this deck at Tech Training Day of Chatbot Hackathon http://www.chatbothackathon.com on 11 Feb 2017.
Live Panel: Appium Core Committers Answer Your Questions Sauce Labs
To celebrate the recent launch of version 1.0 earlier this month, join us for a panel discussion with Appium's Chief Architect Jonathan Lipps, Core Appium Contributor Matthew Edwards, and Appium creator Dan Cuellar.
Watch a live presentation at http://offer.bitbar.com/learn-the-best-practices-of-mobile-game-testing
To get the best start for your mobile game - or just to improve the existing game's possibility to get in front of hundreds of millions of gamers - we'll be sharing our insights, best practices and lots of tips&tricks how to gain advantage in this race.
Stay tuned and join our upcoming webinars at http://bitbar.com/testing/webinars/
Rumble Entertainment GDC 2014: Maximizing Revenue Through LoggingSolarWinds Loggly
How do you balance the dynamic needs of millions of concurrent users, support hundreds of developers, optimize a distributed cloud environment, push code releases daily, and stay sane? It starts with visibility into all your data and real-time insight from your log files.
In this session at the 2014 Game Developers Conference, Albert Ho provided a step-by-step outline of how Rumble Entertainment maximizes revenue in online games by:
Instrumenting its games and platform to facilitate global troubleshooting
Gathering insight from log files to identify, quantify and solve operational issues
Conducting transactional tracing starting from player feedback on open social networks to isolate the source, server and all users affected by the issue for remediation
Baking Loggly into the DNA of its games to serve as a single source of truth and extended it to how we work with partners
Correlating real-time visibility directly to revenue to speed decision making and planning
How to Reliably Measure and Optimize Graphics Performance of Your Android GamesBitbar
Watch a live presentation at http://offer.bitbar.com/measure-and-optimize-graphics-performance-of-android-games
Good graphics performance is closely related to fantastic user experience. That’s why we’ve integrated the unique GameBench profiling tool into Testdroid Cloud. This is a powerful resource for any developer who wants to spot performance bottlenecks and optimize their games across an array of Android devices with different silicon, screen sizes, memory, and many other variances in software and hardware.
Stay tuned and join our upcoming webinars at http://bitbar.com/testing/webinars/
Three Trigger-Ready Flows You Can Build TodayPatrick Sheil
A presentation by Patrick Sheil (Consultant, Appirio) & Grant Pearce (Director of Sales Technology, Choice Hotels) at Dreamforce 2014 outlining three Salesforce Flow Triggers that can be easily repurposed to be useful for any business.
SauceCon 2017: Are Manual Testers Needed In Automated DevOps World?Sauce Labs
When Anurag joined Honeywell in 2014, it was an industrial company on a mission to transform itself into a Digital industrial company. Development was done in a traditional waterfall method, testing was only done manually, resulting in very few software releases with below average quality. He is helping transform the organization by driving (scaled) agile development, test automation and effective DevOps. The big question faced by the company now is how to best leverage the army of manual test resources in this automated DevOps world. In this talk, he will explain how he helped answer that question.
When our company grew up from 2 people to 19 people, we had to cope with difficulties which are involved in" developing in team".
We decided to share our findings and tips and discuss the topic of Team Development at Pause[x]Berlin 2013.
http://honza.24usoftware.com/
SauceCon 2017: Building a Continuous Delivery Pipeline with Testing in MindSauce Labs
Now more than ever, engineering teams of all sizes are under pressure to deliver quality code more frequently. With the DevOps ecosystem growing larger every day, it might seem overwhelming to fully understand how to create an end-to-end solution that allows developers to continually commit new code with confidence, without having to slow down due to rollbacks. Achieving this true Continuous Deployment pipeline is difficult, but not impossible.
Join Neil Manvar, Solutions Architect from Sauce Labs, as he demonstrates a full CD pipeline containing a Pull Request build which will be used to test changes in isolation before code is merged into the master codebase. Using a JS based code tech stack, with AngularJS for the source code, Karma/Jasmine for unit tests and Protractor for functional (Selenium) tests, he will safely push quality code to production leveraging the following tools:
- Jenkins for CI / orchestration
- Github for Source Code Management
- Docker for creating/deploying container running the application
- Sauce Labs for running tests in various browser/OS combinations
By running through all of the various steps involved in deploying code changes safely and automatically to production, Neil will discuss the ways in which the PR Build creates a real time developer feedback and enforcement mechanism, thus eliminating bottlenecks. He will also discuss the implementation strategies, as well as challenges, along with results and culture changes that come with truly embracing DevOps methodologies.
Presentation of the story how the Myanmar Movies Popcorn chatbot (https://www.facebook.com/myan.movies.popcorn/) came about and developed. I also shared tips, questions and considerations for some of the features. Presented this deck at Tech Training Day of Chatbot Hackathon http://www.chatbothackathon.com on 11 Feb 2017.
Live Panel: Appium Core Committers Answer Your Questions Sauce Labs
To celebrate the recent launch of version 1.0 earlier this month, join us for a panel discussion with Appium's Chief Architect Jonathan Lipps, Core Appium Contributor Matthew Edwards, and Appium creator Dan Cuellar.
Watch a live presentation at http://offer.bitbar.com/learn-the-best-practices-of-mobile-game-testing
To get the best start for your mobile game - or just to improve the existing game's possibility to get in front of hundreds of millions of gamers - we'll be sharing our insights, best practices and lots of tips&tricks how to gain advantage in this race.
Stay tuned and join our upcoming webinars at http://bitbar.com/testing/webinars/
Rumble Entertainment GDC 2014: Maximizing Revenue Through LoggingSolarWinds Loggly
How do you balance the dynamic needs of millions of concurrent users, support hundreds of developers, optimize a distributed cloud environment, push code releases daily, and stay sane? It starts with visibility into all your data and real-time insight from your log files.
In this session at the 2014 Game Developers Conference, Albert Ho provided a step-by-step outline of how Rumble Entertainment maximizes revenue in online games by:
Instrumenting its games and platform to facilitate global troubleshooting
Gathering insight from log files to identify, quantify and solve operational issues
Conducting transactional tracing starting from player feedback on open social networks to isolate the source, server and all users affected by the issue for remediation
Baking Loggly into the DNA of its games to serve as a single source of truth and extended it to how we work with partners
Correlating real-time visibility directly to revenue to speed decision making and planning
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Connect + Develop + Test
ProtoTech provides fully integrated product support solution to the Interactive Entertainment Industry by providing game testing services.
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.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
[CB21] MUSHIKAGO: IT and OT Automation Penetration testing Tool Using Game AI...CODE BLUE
MUSHIKAGO is an automatic penetration testing tool using game AI, MUSHIKAGO focuses on the verification of post-exploitation. A post-exploitation is an attack that an attacker carries out after invading the target environment. By focusing on post-exploitation verification, we can understand how far an attacker can actually penetrate and what kind of information is collected. MUSHIKAGO uses the GOAP (Goal-Oriented Action Planning), which is game AI commonly used in NPC (Non Player Character). To using GOAP, we can flexibly change the content of the attack according to the environment like NPC, and mimic the attacks by real APT attackers and testers. The operation and verification results of MUSHIKAGO can be checked on the dedicated web page. Moreover, MUSHIKAGO supports ICS (Industrial Control System), and can be used for penetration testing across IT and OT (Operation Technology).
OSMC 2014 | Naemon 1, 2, 3, N by Andreas EricssonNETWAYS
Wie sollte das Monitoring automatisiert werden, ohne die Genauigkeit zu gefährden?
In diesem Vortrag wird ein betriebsfertiges System vorgestellt, welches dem Systemadministrator ermöglicht Server zu konfigurieren, die automagisch von Naemon aufgenommen werden und ihnen gleichzeitig erlaubt ihre Einstellungen zu optimieren, ohne Zugriff auf das Monitoring-System zu benötigen. Bemerkenswerterweise sogar ohne einen erforderlichen Restart oder Reload des Monitoring-Systems.
Außerdem werde ich eine (hoffentlich) funktionierende Demo von dynamischen Schwellenwerten in Naemon zeigen, die verschiedene Parameter aus einem Request/ Response System zu Hilfe nehmen.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
Social Point technical lead for mobile, Sergi Vélez, talks through the process we went through to launch Dragon City for iOS. In this slideshare he explains each step, challenges and solutions, and the principal learnings.
A talk given by me at the June "Mumbai Android Developers (MAD)" meetup.
I gave a recap of the Google I/O 2017 from a user as well as developer point of view. Being an Android meetup, we concentrated on the Android launches, framework updates and the overall momentum change in the tech world.
A post mortem about one of the highly anticipated but "launch failed" pojects I did. This is THE talk I was sued about by the publisher as I was too honest.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Similar to Game Mobile Captain Strike Post-Mortem - Le Giang Anh (20)
Game Mobile Ads, Facts and Fictions - Trần Thu HiềnPhạm Quốc Chinh
Mobile Day Game mobile là sự kiện công nghệ thường niên được tổ chức cho cộng đồng yêu thích công nghệ ứng dụng, các lập trình viên mobile nói chung và các nhân vật có tầm ảnh hưởng trong ngành mobile nói chung. Chương trình năm nay được Applancer tổ chức tại 3 thành phố lớn là Hà Nội – Đà Nẵng – TP.HCM với sự tham gia của hơn 2000 khán giả trên khắp cả nước, quy tụ được hơn 50 đầu báo và các đài truyền hình tham gia truyền thông
http://unity3d.com.vn/game-mobile/game-mobile-12-noi-dung-trinh-bay-tai-mobile-day-2015
Game Mobile IOT & Smarthome - Nguyễn Tuấn AnhPhạm Quốc Chinh
Mobile Day Game mobile là sự kiện công nghệ thường niên được tổ chức cho cộng đồng yêu thích công nghệ ứng dụng, các lập trình viên mobile nói chung và các nhân vật có tầm ảnh hưởng trong ngành mobile nói chung. Chương trình năm nay được Applancer tổ chức tại 3 thành phố lớn là Hà Nội – Đà Nẵng – TP.HCM với sự tham gia của hơn 2000 khán giả trên khắp cả nước, quy tụ được hơn 50 đầu báo và các đài truyền hình tham gia truyền thông
http://unity3d.com.vn/game-mobile/game-mobile-12-noi-dung-trinh-bay-tai-mobile-day-2015
Mobile Day Game mobile là sự kiện công nghệ thường niên được tổ chức cho cộng đồng yêu thích công nghệ ứng dụng, các lập trình viên mobile nói chung và các nhân vật có tầm ảnh hưởng trong ngành mobile nói chung. Chương trình năm nay được Applancer tổ chức tại 3 thành phố lớn là Hà Nội – Đà Nẵng – TP.HCM với sự tham gia của hơn 2000 khán giả trên khắp cả nước, quy tụ được hơn 50 đầu báo và các đài truyền hình tham gia truyền thông
http://unity3d.com.vn/game-mobile/game-mobile-12-noi-dung-trinh-bay-tai-mobile-day-2015
Game Mobile Cơn sóng wearables và các thiết bị cá nhân dưới góc nhìn của ngườ...Phạm Quốc Chinh
Mobile Day Game mobile là sự kiện công nghệ thường niên được tổ chức cho cộng đồng yêu thích công nghệ ứng dụng, các lập trình viên mobile nói chung và các nhân vật có tầm ảnh hưởng trong ngành mobile nói chung. Chương trình năm nay được Applancer tổ chức tại 3 thành phố lớn là Hà Nội – Đà Nẵng – TP.HCM với sự tham gia của hơn 2000 khán giả trên khắp cả nước, quy tụ được hơn 50 đầu báo và các đài truyền hình tham gia truyền thông
http://unity3d.com.vn/game-mobile/game-mobile-12-noi-dung-trinh-bay-tai-mobile-day-2015
Bài cơ bản về lập trình game unity3d
Ebook unity3d, các bài cơ bản unity3d, lập trình game unity3d
Blog:http://learn-unity3d.blogspot.com/
Unity là Game Engine do hãng Unity Technologies phát triển và ra mắt từ năm 2005. Ngoài Unity còn có khá nhiều các Game Engine khác cũng được cung cấp miễn phí như Blender Game Engine, Shiva 3D, CryEngine 3, Source SDK , Unreal Development Kit,... Tuy nhiên, bên cạnh đặc tính tiện dụng, Unity còn được trang bị các công nghệ tối ưu nhất cho việc lập trình Game như hỗ trợ khả năng phát triển trò chơi đa nền tảng mà không đòi hỏi máy cấu hình cao. Vì thế mà hiện nay Unity đã trở thành một trong những Game Engine phổ biến nhất thế giới.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
Overview of the fundamental roles in Hydropower generation and the components involved in wider Electrical Engineering.
This paper presents the design and construction of hydroelectric dams from the hydrologist’s survey of the valley before construction, all aspects and involved disciplines, fluid dynamics, structural engineering, generation and mains frequency regulation to the very transmission of power through the network in the United Kingdom.
Author: Robbie Edward Sayers
Collaborators and co editors: Charlie Sims and Connor Healey.
(C) 2024 Robbie E. Sayers
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
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.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
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.
Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
In this month's edition, along with this month's industry news to celebrate the 13 years since the group was created we have articles including
A case study of the used of Advanced Process Control at the Wastewater Treatment works at Lleida in Spain
A look back on an article on smart wastewater networks in order to see how the industry has measured up in the interim around the adoption of Digital Transformation in the Water Industry.
4. CAPTAIN STRIKE - MOBILE MMOTPS
4
First mobile Third-person shooter game in Asia
http://captainstrike.com
5. 5
• Cross platform (iOS, Android)
• Based in our in-house 3D game
engine
• 1.2M+ users for Vietnamese
version
• 1.4M+ unique users for SEA
market
• DAU: 30K
• Avg. Session Duration: 00:29:12
CAPTAIN STRIKE - MOBILE MMOTPS
6. 6
• We use in-house game
engine
• A modified version of
Irrlicht 3D
• C++
GAME ENGINE
7. 7
GAME ENGINE
• Cost at least 1 developers for the
engine itself
• Cost more time to develop the
game
• Hard to learn for new member (C++,
complex)
• Free
• Good performance
• Flexible
• Programmers mastered it
What went wrong?What went right?
8. 8
GAME ENGINE
• Good documentation
• Training & training
• Using commercial engine
How to
improve?
9. 9
• We use in-house game back
end
• Learn from Google
BACK-END
Database
Cache
API Services
Room
Controller
Room
Room
Room
Room
Server1 Server2
10. 10
GAME BACK-END
What went wrong?What went right?
• Free
• Flexible
• Scalable
• Not so hard to deploy
• Bugs
• Failure
• Huge workload to develop
11. 11
GAME BACK-END
• Minimize long live connections
• Minimize number of request
• Use DNS instead of IP address
for server URL
• Use online parameters to
configuration game without
updating client
How to
improve?
12. 12
• We used in-house analytic /
tracking tools
• We used in-house admin
tool
ANALYTICS/ADMIN TOOL
13. 13
ANALYTICS/ADMIN TOOL
What went wrong?What went right?
• Free
• Flexible
• Can handle some specific
requests
• At least 1 dev for the tool itself
• Lack of some good feature
(real-time tracking, Drill…)
• Bugs
14. 14
• Use Google Analytics in parallel
with in-house tool
• GA: Real-time tracking, statistics
• Improve admin tool based on
publishers’ feedback
ANALYTICS/ADMIN TOOL
How to
improve?
16. 16
What went wrong?What went right?
• Good balance
• Users don’t complain
• Don’t cost too much resource
• Gamer buy only 1 his favorite
weapon/armor
• VIP gamers buy all weapon/armor
within first weak
• Users ask for the update quickly
MONETIZATION
17. 17
• Lear from Chinese / Korean /
Japanese developers
• GACHA
• Upgrade system
• Use reward videos
MONETIZATION
How to
improve?