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Unite 2012 Amsterdam.
Silicon Jelly presents Click and Gun.
http://www.clickandgun.com
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Jaroslav Stehlik and Jakub kucera.
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Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
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Unite 2012 Amsterdam.
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Jaroslav Stehlik and Jakub kucera.
Cloth simulation models the behavior of cloth using various simulation techniques. It is used in games and films to realistically model garment movement. The basic algorithm involves summing forces, calculating acceleration, and updating velocity and position over time. A common method uses springs to model structural, bend, and shear interactions between particles. Forces are applied to springs based on their rest length. Wind forces are calculated based on the dot product of wind direction and triangle normals. More advanced methods use continuum mechanics to model internal forces based on deformation.
Simulation is a technique used to imitate real-world processes over time on a computer. It is a widely used tool for decision making, especially for complex systems that cannot be solved mathematically. This document discusses simulation in textile products, including garment design and various simulation techniques like discrete event simulation, cloth simulation, yarn-level woven cloth simulation, knitting simulation, and sewing simulation. It also mentions using software like 3Ds Max, Marvelous Designer, and NedGraphics for home textile design and simulation.
This document provides a manual for Marvelous Designer 2 and CLO 3D 2011 software for virtual fashion design. It includes sections on installation, the user interface, file functions, importing/exporting from other 3D apps like DAZ Studio and Poser, garment design tools like draping and arranging patterns, setting material properties, and more. The table of contents outlines over 30 main topics covered in the manual.
This document discusses concrete cloth, a flexible concrete-impregnated fabric that hardens when hydrated. It was developed by a British engineering company to provide a rapidly deployable emergency shelter. When hydrated, concrete cloth forms a thin, durable, waterproof and fire-resistant concrete layer. It has a variety of uses in construction and infrastructure projects due to its strength, flexibility, and ease of installation. Concrete cloth can be cut, joined, painted, and installed using common tools and techniques.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
This document discusses the applications of concrete cloth in civil engineering. Concrete cloth is a flexible cement-impregnated fabric that hardens when hydrated to form a thin, durable concrete layer. It combines the flexibility of geo textile fabrics with the durability of hardened concrete. The document outlines the material properties and manufacturing process of concrete cloth. It then describes various applications of concrete cloth in civil engineering projects, such as for ditch lining, slope protection, pipeline protection, and as shelter material. The advantages of concrete cloth include rapid deployment, ease of use, flexibility, strength and waterproof properties.
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The document describes the prototyping process of a caterpillar robot using LEGO blocks. It discusses creating 3 initial prototypes using Tinkercad, 123D Design, and 123D Make software. It then covers the materials, constructions, functions, and appearances of 3 iterations of the physical prototype. Issues faced during the 3D modeling process using 123D Design and Make are identified. The planning, analysis, and design process is summarized. The conclusion states that the caterpillar was constructed using Tinkercad 3D modeling.
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This document outlines a project to develop a generic platform for designing art, artifacts, and handicrafts using digital tools. The objectives are to bring traditional art forms into the digital world and provide an immersive experience for users. The scope involves creating tools and techniques for 2D and 3D representation of various arts. Work done so far includes designing a comic app framework using images, cropping, and saving to an SD card. Character design tools allow cutting images into polygon shapes. Future work includes adding callouts to comic characters and integrating different art forms like threads, nails, and mud into the platform.
This document outlines a project to develop a generic platform for designing art, artifacts, and handicrafts using digital tools. The objectives are to bring traditional art forms into the digital world and provide an immersive experience for users. The project involves building tools and techniques for 2D and 3D representation of various arts. Work done so far includes designing a comic book app framework using images, cropping, and saving to an SD card. Algorithms were developed for cutting images into polygon shapes. Future work includes adding callouts to comic characters and integrating different art forms like threads, nails, and bricks.
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This document outlines a project to develop a generic platform for designing art, artifacts, and handicrafts. The project aims to bring traditional art forms into the digital world by building tools and techniques for creating art through simulation and representation. Work done so far includes designing a comic app framework that allows cropping images, character design through polygon cutting, and displaying designed characters in a comic slideshow. Future work includes adding callouts to comic characters and connecting them to display a full comic experience. The project explores Android and graphics capabilities for image editing, transformation, and developing a new generic art design platform and tools.
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This document describes prototypes created for a caterpillar robot using Lego blocks. It discusses three prototypes created using Tinkercad, Autodesk 123D Design, and Autodesk 123D Make. The first prototype used Tinkercad and allowed expressing the basic shape but lacked detail. The second prototype used 123D Design and could model small parts like screws. The third used 123D Make to develop parts from the 123D Design model that could be used to build a real object. Problems faced included the 123D Design software frequently crashing and an inability to fully edit pre-existing designs or reliably reflect designs in 123D Make. Group members collaborated with different members taking the lead on different software. The conclusion was that prototy
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Logs Are Magic: Why Git Workflows and Commit Structure Should Matter To YouJohn Anderson
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Despite the power and utility of git's log, few developers take full advantage of it. Worse, some common practices that developers have adopted in the name of convenience (or just plain cargo culting) can actually destroy this useful information. Moreover, if developers are following the common exhortation to "commit often", they may end up with logs full of uninteresting noise, as all the details of debugging attempts and experiments are inadvertently recorded.
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* discuss common developer habits that can make logs less useful
* explain techniques to preserve informative development history
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
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- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
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This document outlines a project to develop a generic platform for designing art, artifacts, and handicrafts using digital tools. The objectives are to bring traditional art forms into the digital world and provide an immersive experience for users. The scope involves creating tools and techniques for 2D and 3D representation of various arts. Work done so far includes designing a comic app framework using images, cropping, and saving to an SD card. Character design tools allow cutting images into polygon shapes. Future work includes adding callouts to comic characters and integrating different art forms like threads, nails, and mud into the platform.
This document outlines a project to develop a generic platform for designing art, artifacts, and handicrafts using digital tools. The objectives are to bring traditional art forms into the digital world and provide an immersive experience for users. The project involves building tools and techniques for 2D and 3D representation of various arts. Work done so far includes designing a comic book app framework using images, cropping, and saving to an SD card. Algorithms were developed for cutting images into polygon shapes. Future work includes adding callouts to comic characters and integrating different art forms like threads, nails, and bricks.
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Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
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Neha Bajwa, Vice President of Product Marketing, Neo4j
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Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
23. @grip_digital
facebook.com/gripdigital
Light rendering
• The interactive lights are those lights which affect
player, ghosts and other actors in the game
• It's not easy to use 3D lights on 2D scene
• But we needed one specific type of the light…
28. @grip_digital
facebook.com/gripdigital
Light rendering
• But this solution wasn't still good for next part of the game
• We had to create the volumetric lights which can cast nice
shadows
• Why? Occluding lights and shadows are part of the game
mechanic
31. @grip_digital
facebook.com/gripdigital
Light rendering
• To increase “real” feeling from the
scenes
• We had to create normal maps
• Those normal maps were not correct
compared to the real world
• We just needed normal maps which
will create nice effect in 2D world
34. @grip_digital
facebook.com/gripdigital
Light collisions
• Easy to say, not easy to implement
• Deferred rendering in UE4 works really great, but for this is
not the best
• Because when you are drawing an object you still don't
know if you are lit or not (lights are applied as “post FX”)
38. @grip_digital
facebook.com/gripdigital
Light collisions
• Some data are pushed into the GPU from the CPU memory, like
locations of characters (mapped to 2D canvas of the screen) and
others (with unique IDs)
• Shader writes lights IDs, detects when is actor inside the light
and write actor ID into the RT
• And CPU will read back those informations (separated thread, in
specific intervals or at some events)
42. @grip_digital
facebook.com/gripdigital
Sprites
• It was easy but we had to split logic into editor and runtime
• We created meshes (shared) in editor for texture, with specific
material which had an support for various effects
51. @grip_digital
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Cloth simulation
• Painting and creating blocking volumes was easy
• But most time consuming was to fine tune every
single vertex to behave exactly as we wanted
• Also we have still “nightmares” when we started using
APEX Cloth with skeletal animations
54. @grip_digital
facebook.com/gripdigital
Conclusion
• Our vision was to iterate really quickly
• Also we wanted to create “breath-taking” visual
• Combined with interesting mechanics and puzzles
• And Unreal Engine 4 did a great job and it was perfect choice