This document discusses network multiplayer game design. It begins with an introduction to the speaker and their past games. The bulk of the document then discusses various topics relating to network game programming at both low and high levels, including network architectures, data transfer methods, latency compensation techniques, and optimization strategies. Example techniques and popular games are referenced throughout.
Accompanying video here: https://www.youtube.com/watch?v=ayF8e8q_aA8
This talk covers how Titanfall works behind the scenes, why dedicated server game hosting matters, matchmaking, cloud servers, and how first-party game certification actually makes games worse.
Accompanying video here: https://www.youtube.com/watch?v=ayF8e8q_aA8
This talk covers how Titanfall works behind the scenes, why dedicated server game hosting matters, matchmaking, cloud servers, and how first-party game certification actually makes games worse.
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSides Delhi
Presenter: Jai Verma
Abstract: Game hacking is a major contributor to the hacking economy. People shell out a lot of money for hacks which help them cheat at multiplayer games. These hacks can range from enhancing in-game abilities for gaining an upper hand in the game, to bypassing in-app purchases. With the advent of anti-cheat such as VAC (Valve Anti Cheat), the techniques employed by hackers to cheat at games have become increasingly refined. These techniques are comparable to those utilised in sophisticated malware and rootkits. These techniques include runtime process injection, function interposition, and proxying network traffic to name a few. To avoid detection, hackers even resort to custom kernel drivers to interact with the game process. This talk will detail a few of the techniques utilised by game hackers and malware developers alike, through the hacking of an open-source game. I will showcase some hacks for an open-source FPS game by describing the method in detail for the macOS platform. While the demo will be macOS specific, the approach applies to all modern operating systems.
How we optimized our Game - Jake & Tess' Finding Monsters AdventureFelipe Lira
Presentation I gave at Unite Boston 2015. I'll cover a few techniques we used to optimize our Unity mobile game - Jake & Tess' Finding Monsters Adventure
Top 5 mistakes when writing Spark applicationsmarkgrover
This is a talk given at Advanced Spark meetup in San Francisco (http://www.meetup.com/Advanced-Apache-Spark-Meetup/events/223668878/). It focusses on common mistakes when writing Spark applications and how to avoid them.
Stupid Video Tricks, CocoaConf Seattle 2014Chris Adamson
AV Foundation makes it reasonably straightforward to capture video from the camera and edit together a nice family video. This session is not about that stuff. This session is about the nooks and crannies where AV Foundation exposes what's behind the curtain. Instead of letting AVPlayer read our video files, we can grab the samples ourselves and mess with them. AVCaptureVideoPreviewLayer, meet the CGAffineTransform. And instead of dutifully passing our captured video frames to the preview layer and an output file, how about if we instead run them through a series of Core Image filters? Record your own screen? Oh yeah, we can AVAssetWriter that. With a few pointers, a little experimentation, and a healthy disregard for safe coding practices, Core Media and Core Video let you get away with some neat stuff
آیا می توان در ایران بازی سازی انجام داد؟ آیا در ایران صنعت بازی سازی وجود دارد؟ آیا می توان از ایران در صنعت بازی سازی بین المللی حضور داشت؟ وضعیت کنونی ایران چگونه است و چشم انداز چیست؟
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSides Delhi
Presenter: Jai Verma
Abstract: Game hacking is a major contributor to the hacking economy. People shell out a lot of money for hacks which help them cheat at multiplayer games. These hacks can range from enhancing in-game abilities for gaining an upper hand in the game, to bypassing in-app purchases. With the advent of anti-cheat such as VAC (Valve Anti Cheat), the techniques employed by hackers to cheat at games have become increasingly refined. These techniques are comparable to those utilised in sophisticated malware and rootkits. These techniques include runtime process injection, function interposition, and proxying network traffic to name a few. To avoid detection, hackers even resort to custom kernel drivers to interact with the game process. This talk will detail a few of the techniques utilised by game hackers and malware developers alike, through the hacking of an open-source game. I will showcase some hacks for an open-source FPS game by describing the method in detail for the macOS platform. While the demo will be macOS specific, the approach applies to all modern operating systems.
How we optimized our Game - Jake & Tess' Finding Monsters AdventureFelipe Lira
Presentation I gave at Unite Boston 2015. I'll cover a few techniques we used to optimize our Unity mobile game - Jake & Tess' Finding Monsters Adventure
Top 5 mistakes when writing Spark applicationsmarkgrover
This is a talk given at Advanced Spark meetup in San Francisco (http://www.meetup.com/Advanced-Apache-Spark-Meetup/events/223668878/). It focusses on common mistakes when writing Spark applications and how to avoid them.
Stupid Video Tricks, CocoaConf Seattle 2014Chris Adamson
AV Foundation makes it reasonably straightforward to capture video from the camera and edit together a nice family video. This session is not about that stuff. This session is about the nooks and crannies where AV Foundation exposes what's behind the curtain. Instead of letting AVPlayer read our video files, we can grab the samples ourselves and mess with them. AVCaptureVideoPreviewLayer, meet the CGAffineTransform. And instead of dutifully passing our captured video frames to the preview layer and an output file, how about if we instead run them through a series of Core Image filters? Record your own screen? Oh yeah, we can AVAssetWriter that. With a few pointers, a little experimentation, and a healthy disregard for safe coding practices, Core Media and Core Video let you get away with some neat stuff
آیا می توان در ایران بازی سازی انجام داد؟ آیا در ایران صنعت بازی سازی وجود دارد؟ آیا می توان از ایران در صنعت بازی سازی بین المللی حضور داشت؟ وضعیت کنونی ایران چگونه است و چشم انداز چیست؟
Keynote address (Feb, 2016) to the educators in the Fort Nelson school district. We all know that we cannot teach a child without a concection... without a relationship. In the hustle and bustle of our jobs as educators, we often forget our why, the reason we got into education, of trying to make a difference with kids. In this talk, 6 Keys to Connecting are shared and discussed with the challenge of creating a more positive climate and better connections with kids in our classrooms, schools, and organizations.
Massively Social != Massively MultiplayerPaul Furio
A talk from the Login 2011 conference on how to build games that connect hundreds of thousands of players in the same experience, using NoSQL, OSS tools & tech, and good planning. Also covers BigData analysis for understanding what your players are doing and what they want.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Scalability & Big Data challenges in real time multiplayer gamesYan Cui
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
Tech solutions and tricks in real time mobile multiplayerDevGAMM Conference
Alexander Simakhin, CEO, Drunken Monday
Alexander is going to share the examples of technical problems you can face with while developing a mobile synchronous multiplayer, and application solutions that were tested on real projects. You’ll learn everything you were afraid to ask about.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimiza...David Geurts
A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup
At Wooga we are creating the next generation of social games. To be truly social, a game needs to offer real interaction between players in various forms. What started with simple, asynchronous gift requests is evolving into real time interactions between players. We are experiencing a renaissance of multiplayer games, giving us the opportunity to look into problems that have been solved over a decade ago, such as network architectures, communication protocols, latency and connection loss. And we now leverage that knowledge to bring multiplayer games to the mobile world.
In our talk we’ll cover this evolution of user interaction in our games, what technical problems they posed and how we solved them.
This will be a session to introduce the Manic Gaming Network. We have designed a multiplayer gaming platform which gives developers an easy way to incorporate Peer 2 Peer gaming into their app.
Will cover the following:
* today’s problems with developing a multiplayer solution, and solutions available “out of the box”
* walkthrough of Manic’s services available to the community of gamers and developers
* quick introduction to an API we’re releasing for our service
* game demo will be shown
* review of some sample code to help developers get started
Как сделать высоконагруженный сервис, не зная количество нагрузки / Олег Обле...Ontico
Существует множество архитектур и способов масштабирования систем. Сегодня многие компании мигрируют в облачные сервисы или используют контейнеры. Но действительно ли это так необходимо и нужно ли следовать трендам?
В данном докладе мне бы хотелось рассказать об архитектуре, которую я спланировал и внедрил в компании InnoGames. Архитектура, не требующая вмешательства администратора в случае лавинообразного увеличения нагрузки и, что ещё более важно, умеющая редуцироваться в случае отсутствия её для экономии затрат.
Вы узнаете об опыте создания сервиса с очень непростыми критериями и поймёте, что не обязательно платить в 3 раза дороже за AWS или любую подобную систему.
- Что такое CRM. Зачем нам этот сервис.
- Инфраструктура.
-- Graphite. Почему он должен быть надежным и быстрым.
-- Puppet + gitlab.
-- Балансировка нагрузки.
-- Наше облако. Зачем нам openstack, когда есть serveradmin!? Как роль сервера определяется несколькими атрибутами в веб-интерфейсе.
-- Nagios + аггрегаторы. Другой взгляд на то, как мониторить сервисы через Graphite.
-- Мониторинг кластеров. Clusterhc и Grafsy.
-- Brassmonkey. Как мы написали своего сисадмина на python.
-- Бэкапы.
- Архитектура CRM3.
- Autoscaling или как проанализировать кучу данных и принять решения.
Deploying a Low-Latency Multiplayer Game Globally: Loadout Amazon Web Services
This is a deep-dive straight into the guts of running a low-latency multiplayer game, such as a first-person shooter, on a global scale. We dive into architectures that enable you to split apart your back-end APIs from your game servers, and Auto Scale them independently. See how to run game servers in multiple AWS regions such as China and Frankfurt, and integrate them with your central game stack. We’ll even demo this in action, using AWS CloudFormation and Chef to deploy Unreal Engine game servers.
GDC 2015 - Low-latency Multiplayer Gaming with AWS Nate Wiger
Learn the challenges involved with deploying a low-latency multiplayer game globally, and how to overcome them with AWS. Based on real-world experiences from myself and other game developers deploying online games with tens of thousands of players.
With the recent emergence of top grossing real time games in the East (Honour of Kings) and West (Clash Royale, Golf Clash, etc) - the doors have opened for new genres of social games on mobile. However, building a real time multiplayer game for mobile comes with many interesting technical and design challenges. Join us in this session to see how the team at Space Ape Games is approaching these challenges head on with the help of Akka and AWS.
Planning for Creative Game Design.
How can we plan when we want to make a creative video game?
A workshop prepared for Town One game jam event in 2022.
اسلایدهای کارگاه سفر بازیساز
سفر بازیساز نگاهی اسطورهشناختی و روانشناسانه به چالشهای بازیسازی و وضعیت .
درونی تیمهای بازیساز دارد
توضیح کارگاه
http://fassihi.fanafzar.ir/?p=436
کارگاه مدیریت تیم خلاق
جلسه اول
جلسه دوم:
https://www.slideshare.net/amirhfassihi/ss-121738101
جلسه سوم
https://www.slideshare.net/amirhfassihi/ss-122035636
ویدیوی جلسه اول
https://youtu.be/dgHRGyM4SZc
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
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NUMERICAL SIMULATIONS OF HEAT AND MASS TRANSFER IN CONDENSING HEAT EXCHANGERS...ssuser7dcef0
Power plants release a large amount of water vapor into the
atmosphere through the stack. The flue gas can be a potential
source for obtaining much needed cooling water for a power
plant. If a power plant could recover and reuse a portion of this
moisture, it could reduce its total cooling water intake
requirement. One of the most practical way to recover water
from flue gas is to use a condensing heat exchanger. The power
plant could also recover latent heat due to condensation as well
as sensible heat due to lowering the flue gas exit temperature.
Additionally, harmful acids released from the stack can be
reduced in a condensing heat exchanger by acid condensation. reduced in a condensing heat exchanger by acid condensation.
Condensation of vapors in flue gas is a complicated
phenomenon since heat and mass transfer of water vapor and
various acids simultaneously occur in the presence of noncondensable
gases such as nitrogen and oxygen. Design of a
condenser depends on the knowledge and understanding of the
heat and mass transfer processes. A computer program for
numerical simulations of water (H2O) and sulfuric acid (H2SO4)
condensation in a flue gas condensing heat exchanger was
developed using MATLAB. Governing equations based on
mass and energy balances for the system were derived to
predict variables such as flue gas exit temperature, cooling
water outlet temperature, mole fraction and condensation rates
of water and sulfuric acid vapors. The equations were solved
using an iterative solution technique with calculations of heat
and mass transfer coefficients and physical properties.
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.
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.
11. NAT
• Network
Address
Transla-on
• Connec-on
Problem
with
NAT
Box
– Server
Listening
on
Port
– Client
changing
port
• NAT
Punch-‐through
with
Facilitator
Server
37. Client-‐side
Predic-on
• Fix
Client
State
if
different
• State
History
on
Client
• Useful
for
player
state
• Can
be
used
for
other
objects
(extrapola-on)
40. Input
Latency
• Input
marked
for
future
• 50-‐100ms
• Client
will
interpolate
41. Input
Latency
Client
Server
Move
Forward
T
=
+100ms
Move
Forward
Find
posi-on
for:
+100
Pos:
+100ms
Current
t:
+70ms
Interpolate
between
previous
pos
and
pos
at
+100ms
for
+70ms
67. Conclusion
• Networking
is
a
tradeoff
between:
– Consistency
– Responsiveness
– Bandwidth
– Latency
68. References
1
• Robust
Efficient
Networking,
Ben
Garney,
GDC
2008
• Torque
Networking
Library
(opentnl.org)
• Video
Game
Op-miza-on,
Ben
Garney
• “I
Shot
You
First”,
Halo
Reach
Networking,
David
Aldridge,
GDC
2011
69. References
2
• QuakeWorld
hap://en.wikipedia.org/wiki/QuakeWorld
• Network
Systems
in
Insomniac
Games’
Overstrike
(FUSE),
Game
Developer
Magazine,
Feb
2012
• 1500
Archers
on
a
28.8,
hap://www.gamasutra.com/view/feature/
131503/1500_archers_on_a_288_network_.php?page=1
70. References
3
• “The
TRIBES
Engine
Networking
Model”,
Frohnmayer
and
Gis,
GDC
1999
• Understanding
Figh-ng
Game
Networking,
hap://mauve.mizuumi.net/2012/07/05/understanding-‐figh-ng-‐game-‐
networking/
• GGOP
Networking
Library,
hap://ggpo.net/
• The
Doom
III
Network
Architecture
hap://mrelusive.com/publica-ons/papers/The-‐DOOM-‐III-‐Network-‐
Architecture.pdf
71. References
4
• The
Quake
3
Networking
Model,
Brian
Hook,
hap://trac.bookouook.com/bookouook/trac.cgi/wiki/
Quake3Networking
• What
Every
Programmer
Needs
To
Know
About
Game
Networking,
Glenn
Fiedler,
hap://gafferongames.com/networking-‐for-‐game-‐programmers/what-‐
every-‐programmer-‐needs-‐to-‐know-‐about-‐game-‐networking/
• Unreal
Networking
Architectures
hap://udn.epicgames.com/Three/NetworkingOverview.html
72. References
5
• “Latency
Compensa-ng
Methods
in
Client/Server
in-‐game
Protocol
Design”,
Yahn
Bernier,
Valve
haps://developer.valvesosware.com/wiki/
Latency_Compensa-ng_Methods_in_Client/Server_In-‐
game_Protocol_Design_and_Op-miza-on#Lag_Compensa-on
• Believable
Dead
Reckoning
for
Networked
Games,
Cur-ss
Murphy,
Game
Engine
Gems
2
• Choosing
a
Game
Network
Library,
Patrick
Wyaa,
hap://www.codeouonor.com/blog/choosing-‐a-‐game-‐network-‐lib
73. References
6
• Dead
Reckoning:
Latency
Hiding
for
Networked
games
hap://www.gamasutra.com/view/feature/3230/
dead_reckoning_latency_hiding_for_.php