Have you ever dreamed of writing your own video game but didn’t know where to start? During the past five years Microsoft’s XNA framework has become a favorite of Windows and Xbox game developers everywhere. XNA uses the same great Visual Studio development environment you are used to but brings a slew of features specifically for games development. With the release of Windows Phone last year XNA can now be used to create Windows Phone games exposing your ideas to a whole new marketplace! We’ll charge full speed into XNA to learn about the basic Windows Phone model, explore its core device characteristics, and review highlights of the XNA phone framework. Finally, we’ll explore some of the cool games that have been developed specifically for Windows Phone and even learn how to build one ourselves.
You will learn:
Get up to speed on utilizing Microsoft XNA Tools for Windows Phone
Get exposed to freely available third party tools and frameworks that will help jumpstart your game
Learn how to make money through in game Advertising as well as the new Trial mode on Windows PhoneWalk away with the foundation for a game we will build first hand during the session
Source code can be found on Github here: http://github.com/disbitski
The document describes the features and specifications of a Samsung tablet device. It highlights key benefits such as multitasking capabilities using multiple screens, an embedded stylus for note-taking, and creative apps. The tablet has a large 1080p display, fast quad-core processor, Android operating system, and support for sharing multimedia content. Detailed specifications are provided around memory, battery life, cameras, connectivity options, and pre-installed apps and services.
This document summarizes key mobile features available in the Flash runtime, including accelerometer, GPS, camera, video playback, audio control, and native extensions. It provides code examples for accessing the accelerometer, GPS, camera, and playing video. Native extensions allow adding third-party native code APIs to AIR apps to enhance performance and expand functions. They involve an Android project with native code and a Flex library defining the ActionScript API.
This document provides an overview and introduction to developing Windows Phone 7 games using XNA Game Studio 4.0. It discusses the XNA framework, Windows Phone 7 hardware capabilities, the XNA game loop, graphics, audio, touch input, sensors, Xbox Live connectivity, and achieving cross-platform development. The presentation emphasizes that XNA provides a powerful, productive, and portable platform for game development and allows targeting Windows Phone 7, Xbox 360, and Windows with the same codebase. It also highlights the integration of Xbox Live features like achievements, leaderboards, and gamer profiles.
- The document discusses AMD's presentations on January 19th and 20th about the future of GPUs and accelerated computing.
- It provides information on DirectX 11 features like tessellation, multi-threading, and order independent transparency.
- Examples are given showing the improvements these features provide for graphics like shadows, anti-aliasing, and depth of field effects.
- The document also discusses how GPUs are focused on gaming, entertainment and productivity and how technologies like AMD Eyefinity and AMD Stream can improve the user experience.
This document provides an overview and agenda for developing Windows Phone 7 apps using XNA. It discusses the XNA framework, game loop, graphics, audio, sensors, and Xbox Live integration. The presentation demonstrates how XNA provides powerful, productive and portable tools for developing games on Windows Phone 7 and leveraging features like Xbox Live.
Steam is releasing a major update that includes a redesigned client, new social and library features, and expanded support to Mac platforms. The update aims to improve the user experience for Steam's growing community of over 25 million gamers. Developers can also take advantage of Steamworks, Valve's suite of free services that help developers distribute, update, and monetize games on Steam without additional fees.
Gentek is a middleware and solution for MMOG development that aims to help teams quickly build production lines and products. It provides a mature and stable foundation that reduces technical risks and costs. Key features include graphics, networking, server architecture, tools, gameplay modules, and technical support. Gentek can help reduce schedules by 3-4 times and costs by 2-3 times compared to building games from scratch. It has been used successfully in several published MMOG titles in China.
This document provides instructions for using a mobile phone surveillance application on various mobile phone platforms, including Symbian, Windows Mobile, iPhone, Blackberry, and Android. It describes how to install the application, configure settings like the server address and login credentials, operate features like live video playback, PTZ control, zooming and adjusting focus/iris. It also explains how to take screenshots, switch between channels, and access a history of recorded video clips. Operations are demonstrated for both regular and full-screen viewing modes across different phone displays.
The document describes the features and specifications of a Samsung tablet device. It highlights key benefits such as multitasking capabilities using multiple screens, an embedded stylus for note-taking, and creative apps. The tablet has a large 1080p display, fast quad-core processor, Android operating system, and support for sharing multimedia content. Detailed specifications are provided around memory, battery life, cameras, connectivity options, and pre-installed apps and services.
This document summarizes key mobile features available in the Flash runtime, including accelerometer, GPS, camera, video playback, audio control, and native extensions. It provides code examples for accessing the accelerometer, GPS, camera, and playing video. Native extensions allow adding third-party native code APIs to AIR apps to enhance performance and expand functions. They involve an Android project with native code and a Flex library defining the ActionScript API.
This document provides an overview and introduction to developing Windows Phone 7 games using XNA Game Studio 4.0. It discusses the XNA framework, Windows Phone 7 hardware capabilities, the XNA game loop, graphics, audio, touch input, sensors, Xbox Live connectivity, and achieving cross-platform development. The presentation emphasizes that XNA provides a powerful, productive, and portable platform for game development and allows targeting Windows Phone 7, Xbox 360, and Windows with the same codebase. It also highlights the integration of Xbox Live features like achievements, leaderboards, and gamer profiles.
- The document discusses AMD's presentations on January 19th and 20th about the future of GPUs and accelerated computing.
- It provides information on DirectX 11 features like tessellation, multi-threading, and order independent transparency.
- Examples are given showing the improvements these features provide for graphics like shadows, anti-aliasing, and depth of field effects.
- The document also discusses how GPUs are focused on gaming, entertainment and productivity and how technologies like AMD Eyefinity and AMD Stream can improve the user experience.
This document provides an overview and agenda for developing Windows Phone 7 apps using XNA. It discusses the XNA framework, game loop, graphics, audio, sensors, and Xbox Live integration. The presentation demonstrates how XNA provides powerful, productive and portable tools for developing games on Windows Phone 7 and leveraging features like Xbox Live.
Steam is releasing a major update that includes a redesigned client, new social and library features, and expanded support to Mac platforms. The update aims to improve the user experience for Steam's growing community of over 25 million gamers. Developers can also take advantage of Steamworks, Valve's suite of free services that help developers distribute, update, and monetize games on Steam without additional fees.
Gentek is a middleware and solution for MMOG development that aims to help teams quickly build production lines and products. It provides a mature and stable foundation that reduces technical risks and costs. Key features include graphics, networking, server architecture, tools, gameplay modules, and technical support. Gentek can help reduce schedules by 3-4 times and costs by 2-3 times compared to building games from scratch. It has been used successfully in several published MMOG titles in China.
This document provides instructions for using a mobile phone surveillance application on various mobile phone platforms, including Symbian, Windows Mobile, iPhone, Blackberry, and Android. It describes how to install the application, configure settings like the server address and login credentials, operate features like live video playback, PTZ control, zooming and adjusting focus/iris. It also explains how to take screenshots, switch between channels, and access a history of recorded video clips. Operations are demonstrated for both regular and full-screen viewing modes across different phone displays.
The document introduces the Radeon HD7800 series graphics cards, which feature an advanced graphics core next architecture and AMD technologies like Eyefinity 2.0, PowerTune, and ZeroCore Power. Benchmark results show the HD7870 provides up to 12% faster performance than the GTX570 and the HD7850 provides up to 14% faster performance than the GTX560Ti, with both cards offering improved power efficiency over prior generations. Key specifications of the HD7870 and HD7850 models are also listed.
Staying ahead of the multi-core revolution with CDT debugmarckhouzam
Staying ahead of the multi-core revolution with CDT debug
The use of multi-core chips is now a reality for computer systems. With such technology however, software is becoming more complex, and problems exceedingly difficult to debug. The C/C++ Development Tooling (CDT) already provides advanced debugging features such as non-stop, multi-process, reversible debugging, tracepoints and more. In addition to those features, the CDT community has undertaken the implementation of a rich set of multi-core debugging features which will be available with GDB towards a Linux target and will also allow the integration of proprietary debuggers and targets.
This presentation will describe the efforts of the CDT's Multi-Core Debugging Work Group, where different companies and community members are joining forces to make multi-core debugging a reality for the CDT and Eclipse. We will cover the goals that have been established, the features that have been implemented or are actively being worked on, and the road ahead. We plan on showing many of the features that we aim for with actual demos, including the displaying of cores in a debug session, the dynamic grouping of cores/processes/threads, the pinning and cloning of debugging views, and a configurable layout of the debugging elements.
This document provides instructions for installing Poser Pro software. It begins with an overview of key new features in Poser Pro such as network rendering capabilities and 64-bit rendering. It then covers installing Poser Pro, including requirements for Windows and Mac systems. Instructions are also provided for installing the optional Queue Manager for managing network rendering jobs. The document concludes with brief descriptions of technical features and capabilities within Poser Pro such as gamma correction, normal mapping, COLLADA import/export, and hosting plug-ins for other 3D software.
The document discusses using haptics in Android games to increase engagement and profits. It introduces Immersion's haptic development platform, which includes a library of pre-made haptic effects, a universal haptic layer (UHL) for consistent playback, and a design tool for custom effects. Developers are encouraged to add haptics to their apps and participate in Immersion's "Zap Your App" campaign for promotional opportunities.
This document provides an introduction to building a 3D platform game in Unity. It will cover character controllers, audio, lighting, particle systems, blob shadows, and scripting to create things like AI, player controls, and a GUI. The tutorial uses these features to construct a complete game level, including a player, enemies, collectibles, and cutscenes. It assumes some familiarity with Unity and a scripting language like JavaScript, and provides starting project files for a level with basic scenery and props already created.
The document discusses the process of game development including the roles of different team members such as producers, publishers, designers, artists, programmers, and testers. It also describes common game engines and their core functionality like rendering, physics simulation, and scripting languages. Game engines allow games to be developed for different platforms and provide middleware components.
Getting Started with iPhone Game DevelopmentJohn Wilker
Learn the basic concepts and code architecture behind casual mobile games. We'll walk you through a demo game that uses OpenGL ES and you can keep the source! Amanda and David work for the two top iPhone game studios (Zynga and ngmoco:) - learn from the best!
The Dukane 8930 LCD projector has high brightness of 3,200 lumens, XGA resolution, long lamp life, cloning function to copy settings between projectors, and is designed for classrooms and conference rooms. It provides sharp images, vivid colors and clear audio for presentations. Additional features include wireless functionality, networking capabilities, and a 5-year warranty.
Android apps can run on Intel platforms with little to no changes needed. Most Dalvik apps will work directly, and NDK apps can be recompiled for x86 with no code changes often needed. Developers can target multiple platforms including x86 by setting APP_ABI to "all" or specifying individual ABIs. Third party game engines and libraries often support x86 as well. Intel provides tools to help Android development including HAXM for faster emulation, TBB for multi-threading, and GPA for performance analysis.
Bill McIntosh
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
As well as on the main Dukane website
www.dukane.com/av
This document discusses developing games for Windows 8. It covers Metro-style apps, running on ARM and x86 processors, and the continued support for desktop apps. Game components like graphics, audio and networking are discussed. Developing Metro-style apps using XAML, C++ and C# with the WinRT API is explained. Handling fullscreen, snapped and filled window modes as well as orientation changes is covered. Storing game state during suspend and loading is also summarized.
XNA is a framework and toolset provided by Microsoft for game development that allows creation of games across Windows, Xbox 360, Windows Phone and Zune HD. It is built on top of DirectX and provides core frameworks for graphics, audio, input, math and storage. Games are developed using C# or VB.NET in Microsoft Visual Studio along with XNA. The content pipeline processes game assets to optimize for different platforms. The game lifecycle in XNA follows initialize, load, update, draw and unload methods.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document discusses using Groovy for game programming. Some key points:
- Groovy is a dynamically typed language that runs on the JVM and integrates well with Java. It reduces code and provides libraries for tasks like XML processing.
- Games well-suited for Groovy include turn-based, side-scrolling, card games and classic arcade games. Frameworks like Slick provide 2D graphics APIs.
- Examples demonstrate a basic game loop, tilemaps, sound, input handling, and connecting to multiplayer servers. The Wiimote and motion tracking are also discussed.
Introducing XNA for WP7
Rob Fonseca-Ensor discusses XNA, a game development framework for Windows Phone 7. XNA allows developers to create 2D and 3D games using a game loop model and includes APIs for graphics, input handling, and more. It is relatively portable across Xbox, PC, Zune and now WP7. The Content Pipeline is used to manage game assets. Input can be read from the GamePad, TouchPanel, and gestures. Components can encapsulate responsibilities in games to keep code organized as the game grows more complex.
1. The document discusses optimizing Flash and AIR applications for multiple screen devices like smartphones and tablets. It provides guidance on design considerations, leveraging touch and hardware capabilities, and performance optimizations.
2. Flash Player 10.1 supports new platforms like mobile phones and brings features like touch input, gestures, and hardware acceleration. AIR also allows developing standalone mobile apps using Flash skills.
3. The document recommends optimizations like minimizing redraws, reusing objects, adjusting frame rates, and using appropriate display objects. Video encoding and player optimizations are also covered.
Game software development trends presentation_veronika_
The document discusses various topics related to game software architecture and technology. It covers game engines, graphics technology, 3D sound, speech recognition, artificial intelligence, cloud gaming, and trends. Specific technologies mentioned include DirectX, OpenGL, physics engines, rendering engines, and audio engines. Game development tools like Unity3D and programming languages for games are also summarized.
This document provides an overview and agenda for Windows Phone codename "Mango". It discusses hardware foundation updates including sensors, camera, memory and CPU. It also covers software improvements like Silverlight 4 features and performance enhancements. Finally, it demonstrates new APIs for sensors like accelerometer, gyroscope, compass and motion as well as networking, databases and integration of Silverlight and XNA.
The document discusses Microsoft's XNA game development platform. XNA provides tools for game development in a managed environment across Windows and Xbox 360. It includes the XNA Framework, content pipeline, and game studio. Developers need the .NET Framework and Visual Studio to use XNA. The framework provides graphics, audio, input and other functionality. Games are built using components and starter kits provided by XNA and the developer community.
9 out of the top 10 Facebook games and the top iOS and Android are powered by Flash. Understand why companies like Rovio, Zynga, Amanita, Gamegoo, Unity, and others choose Flash for their casual and social games. Get inspired by visionary examples of the next generation of cross platform GPU enabled Flash experiences, and learn how to target the desktop, iOS and Android.
The document introduces the Radeon HD7800 series graphics cards, which feature an advanced graphics core next architecture and AMD technologies like Eyefinity 2.0, PowerTune, and ZeroCore Power. Benchmark results show the HD7870 provides up to 12% faster performance than the GTX570 and the HD7850 provides up to 14% faster performance than the GTX560Ti, with both cards offering improved power efficiency over prior generations. Key specifications of the HD7870 and HD7850 models are also listed.
Staying ahead of the multi-core revolution with CDT debugmarckhouzam
Staying ahead of the multi-core revolution with CDT debug
The use of multi-core chips is now a reality for computer systems. With such technology however, software is becoming more complex, and problems exceedingly difficult to debug. The C/C++ Development Tooling (CDT) already provides advanced debugging features such as non-stop, multi-process, reversible debugging, tracepoints and more. In addition to those features, the CDT community has undertaken the implementation of a rich set of multi-core debugging features which will be available with GDB towards a Linux target and will also allow the integration of proprietary debuggers and targets.
This presentation will describe the efforts of the CDT's Multi-Core Debugging Work Group, where different companies and community members are joining forces to make multi-core debugging a reality for the CDT and Eclipse. We will cover the goals that have been established, the features that have been implemented or are actively being worked on, and the road ahead. We plan on showing many of the features that we aim for with actual demos, including the displaying of cores in a debug session, the dynamic grouping of cores/processes/threads, the pinning and cloning of debugging views, and a configurable layout of the debugging elements.
This document provides instructions for installing Poser Pro software. It begins with an overview of key new features in Poser Pro such as network rendering capabilities and 64-bit rendering. It then covers installing Poser Pro, including requirements for Windows and Mac systems. Instructions are also provided for installing the optional Queue Manager for managing network rendering jobs. The document concludes with brief descriptions of technical features and capabilities within Poser Pro such as gamma correction, normal mapping, COLLADA import/export, and hosting plug-ins for other 3D software.
The document discusses using haptics in Android games to increase engagement and profits. It introduces Immersion's haptic development platform, which includes a library of pre-made haptic effects, a universal haptic layer (UHL) for consistent playback, and a design tool for custom effects. Developers are encouraged to add haptics to their apps and participate in Immersion's "Zap Your App" campaign for promotional opportunities.
This document provides an introduction to building a 3D platform game in Unity. It will cover character controllers, audio, lighting, particle systems, blob shadows, and scripting to create things like AI, player controls, and a GUI. The tutorial uses these features to construct a complete game level, including a player, enemies, collectibles, and cutscenes. It assumes some familiarity with Unity and a scripting language like JavaScript, and provides starting project files for a level with basic scenery and props already created.
The document discusses the process of game development including the roles of different team members such as producers, publishers, designers, artists, programmers, and testers. It also describes common game engines and their core functionality like rendering, physics simulation, and scripting languages. Game engines allow games to be developed for different platforms and provide middleware components.
Getting Started with iPhone Game DevelopmentJohn Wilker
Learn the basic concepts and code architecture behind casual mobile games. We'll walk you through a demo game that uses OpenGL ES and you can keep the source! Amanda and David work for the two top iPhone game studios (Zynga and ngmoco:) - learn from the best!
The Dukane 8930 LCD projector has high brightness of 3,200 lumens, XGA resolution, long lamp life, cloning function to copy settings between projectors, and is designed for classrooms and conference rooms. It provides sharp images, vivid colors and clear audio for presentations. Additional features include wireless functionality, networking capabilities, and a 5-year warranty.
Android apps can run on Intel platforms with little to no changes needed. Most Dalvik apps will work directly, and NDK apps can be recompiled for x86 with no code changes often needed. Developers can target multiple platforms including x86 by setting APP_ABI to "all" or specifying individual ABIs. Third party game engines and libraries often support x86 as well. Intel provides tools to help Android development including HAXM for faster emulation, TBB for multi-threading, and GPA for performance analysis.
Bill McIntosh
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
As well as on the main Dukane website
www.dukane.com/av
This document discusses developing games for Windows 8. It covers Metro-style apps, running on ARM and x86 processors, and the continued support for desktop apps. Game components like graphics, audio and networking are discussed. Developing Metro-style apps using XAML, C++ and C# with the WinRT API is explained. Handling fullscreen, snapped and filled window modes as well as orientation changes is covered. Storing game state during suspend and loading is also summarized.
XNA is a framework and toolset provided by Microsoft for game development that allows creation of games across Windows, Xbox 360, Windows Phone and Zune HD. It is built on top of DirectX and provides core frameworks for graphics, audio, input, math and storage. Games are developed using C# or VB.NET in Microsoft Visual Studio along with XNA. The content pipeline processes game assets to optimize for different platforms. The game lifecycle in XNA follows initialize, load, update, draw and unload methods.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document discusses using Groovy for game programming. Some key points:
- Groovy is a dynamically typed language that runs on the JVM and integrates well with Java. It reduces code and provides libraries for tasks like XML processing.
- Games well-suited for Groovy include turn-based, side-scrolling, card games and classic arcade games. Frameworks like Slick provide 2D graphics APIs.
- Examples demonstrate a basic game loop, tilemaps, sound, input handling, and connecting to multiplayer servers. The Wiimote and motion tracking are also discussed.
Introducing XNA for WP7
Rob Fonseca-Ensor discusses XNA, a game development framework for Windows Phone 7. XNA allows developers to create 2D and 3D games using a game loop model and includes APIs for graphics, input handling, and more. It is relatively portable across Xbox, PC, Zune and now WP7. The Content Pipeline is used to manage game assets. Input can be read from the GamePad, TouchPanel, and gestures. Components can encapsulate responsibilities in games to keep code organized as the game grows more complex.
1. The document discusses optimizing Flash and AIR applications for multiple screen devices like smartphones and tablets. It provides guidance on design considerations, leveraging touch and hardware capabilities, and performance optimizations.
2. Flash Player 10.1 supports new platforms like mobile phones and brings features like touch input, gestures, and hardware acceleration. AIR also allows developing standalone mobile apps using Flash skills.
3. The document recommends optimizations like minimizing redraws, reusing objects, adjusting frame rates, and using appropriate display objects. Video encoding and player optimizations are also covered.
Game software development trends presentation_veronika_
The document discusses various topics related to game software architecture and technology. It covers game engines, graphics technology, 3D sound, speech recognition, artificial intelligence, cloud gaming, and trends. Specific technologies mentioned include DirectX, OpenGL, physics engines, rendering engines, and audio engines. Game development tools like Unity3D and programming languages for games are also summarized.
This document provides an overview and agenda for Windows Phone codename "Mango". It discusses hardware foundation updates including sensors, camera, memory and CPU. It also covers software improvements like Silverlight 4 features and performance enhancements. Finally, it demonstrates new APIs for sensors like accelerometer, gyroscope, compass and motion as well as networking, databases and integration of Silverlight and XNA.
The document discusses Microsoft's XNA game development platform. XNA provides tools for game development in a managed environment across Windows and Xbox 360. It includes the XNA Framework, content pipeline, and game studio. Developers need the .NET Framework and Visual Studio to use XNA. The framework provides graphics, audio, input and other functionality. Games are built using components and starter kits provided by XNA and the developer community.
9 out of the top 10 Facebook games and the top iOS and Android are powered by Flash. Understand why companies like Rovio, Zynga, Amanita, Gamegoo, Unity, and others choose Flash for their casual and social games. Get inspired by visionary examples of the next generation of cross platform GPU enabled Flash experiences, and learn how to target the desktop, iOS and Android.
This document provides a step-by-step guide for creating a Windows 8 Metro-style game from a programmer's perspective. It covers setting up the game, coding it, and optimizing it. The coding section discusses app initialization, opening a window, rendering graphics, loading and saving data, adding input controls, adding sound effects, and creating an asset pipeline. The sample code uses C++ and Windows Runtime APIs to access devices, services, and graphics through DirectX.
This document provides an overview of the Kinect sensor and Kinect for Windows SDK. It describes the Kinect sensor's capabilities including depth sensing, skeletal tracking, and speech recognition. It explains how the Kinect SDK allows accessing the sensor's data streams and provides APIs for tasks like skeletal tracking and speech recognition. The document also outlines the tools included in the SDK and provides code examples for initializing the sensor, accessing sensor data, and using speech recognition features.
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
An updated version of the 2008 talk which includes social networking tools, servers, and casual game middleware. Also a lot of comparisons between computer science constructs and world religion.
This document provides an introduction to game development using Visual Studio and XNA. It discusses what constitutes a game, the basic structure of games, and why APIs are needed to make games. It then introduces XNA as a framework that allows creating games for Windows and Xbox 360 using the same code. It outlines how to get started with a new XNA project in Visual Studio and describes some basic XNA concepts like loading content, updating game logic, drawing graphics, and handling input. It concludes with instructions for a simple game called Dodger that demonstrates these concepts.
This document provides an introduction to game development using Visual Studio and XNA. It discusses what constitutes a game, the basic structure of games, and why APIs are needed to make games. It then introduces XNA as a framework that allows creating games for Windows and Xbox 360 using the same code. It outlines how to get started with a new XNA project in Visual Studio and describes some basic XNA concepts like loading content, updating game logic, drawing graphics, and handling input. It concludes with instructions for a simple game called Dodger that demonstrates these concepts.
1) The document discusses developing games for Windows Phone 7 using XNA. It provides an overview of the Windows Phone hardware platform and application platform.
2) It then summarizes the XNA game development framework, which allows for rapid creation of 2D and 3D games across Xbox, Windows, and other platforms.
3) Examples of XNA games for Windows Phone 7 are provided, including a popular duck hunting game, and a demonstration is offered. Questions are invited at the end.
This document discusses various ways to develop apps for the iPhone, including:
- Using Xcode and Objective-C, the primary tools and language recommended by Apple.
- Developing AJAX/JavaScript apps that can be accessed through Safari on the iPhone.
- Using tools like XMLVM to cross-compile Java code into Objective-C code that can be run as native iPhone apps.
- Installing a Java virtual machine on a jailbroken iPhone to directly run Java code, though this is an unofficial workaround.
It provides examples of simple "Hello World" apps implemented in both Java using XMLVM and directly in Objective-C. The document covers many of the core features and capabilities of the
Similar to Living the Dream: Make the Video Game You’ve Always Wanted and Get Paid For It! (20)
Screencast dave dev-introtoask-andecho-july2015David Isbitski
This document introduces Amazon Echo and the Alexa Skills Kit (ASK). It discusses how Alexa is the cloud service used by Echo devices and how the ASK allows developers to build new voice experiences for Echo using skills. It provides an overview of the Alexa architecture and how skills are built with configuration data and a hosted service. It also demonstrates configuring a new skill and building a sample skill using JavaScript and Node.js.
This document lists various technical topics and services including virtual machines, websites, mobile services, cloud services, and MSDN. It appears to be listing areas of expertise or services offered but does not provide much detail on any single topic.
Hosting a WordPress Blog on Azure WebsitesDavid Isbitski
This document discusses migrating an existing WordPress blog from another hosting provider to Azure Websites. It covers setting up a shared instance on Azure Websites, configuring a custom domain with CNAME records, accessing the WordPress dashboard and plugins, moving over old blog posts and pages from the previous hosting provider to the new Azure Websites site.
Windows Azure Mobile Services are ideal for structured storage using a SQL database. The service provides an automatically generated REST API for CRUD operations on tables with rich querying capabilities. Data can be authenticated and permissions set at the table level. Notifications can be sent through the Windows Notification Service and diagnostics captured for API calls, CPU time, data out, and logging. The mobile service can scale out by increasing instance count or up by changing the VM size, and storage can scale out to a dedicated SQL database or up by increasing the database size.
The document describes features of the Windows Store for developers including:
- Monetization options like paid downloads and trials where developers keep 70-80% of sales.
- Analytics and statistics about apps.
- Support for HTML/CSS/JS, C#/XAML and C++/DirectX development models.
- A commerce platform and storefront across devices like tablets, laptops and desktops.
The document discusses the various sensors available in Windows Phone 8 including location sensors, proximity sensors, and speech APIs. It provides code examples for accessing location data from the geolocator and displaying it on a map. It also demonstrates how to use the proximity device for NFC communication and sending/receiving messages. The speech APIs allow for text-to-speech, speech recognition, and building voice commands.
This document provides information on game development for Windows Phone 8.0 using different technologies like DirectX, Direct 3D, C++ and XAML. It lists options for managed app development using WP8.0 XAML and C#/VB with Direct3D graphics or C++. It also discusses native app development using Windows Runtime and Win32, and game development using the WP7.1 XNA framework or Direct3D. Links are provided for touch effects samples and the Windows 8 Game Kit.
Windows Azure Mobile Services Overview from #NewEraOfWork Events. Showcased building Windows Store and Windows Phone 8 apps that connected to Structured Storage, included Twitter and Facebook oAuth, and sent out Push Notifications
Windows Store Apps with HTML and JavaScriptDavid Isbitski
This document appears to be a test document containing repeating words and phrases without much meaningful content. It includes the words "demo" several times but does not provide enough contextual information to understand its purpose or topic in just a few sentences.
The document discusses establishing common anchors across pages to provide consistency, using a stable rail for off-screen content to peek in from the edges, and selecting a focal point to draw the eye with added visual volume. It then provides an example of these principles applied to a travel website with consistent navigation elements, content peeking in from the sides, and featured destinations and packages given prominence.
Playing music and sound effects in a windows 8 metro style app using html5 an...David Isbitski
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This document provides an overview of how to build a Windows Phone 7 app. It discusses app layout and UI, calling web services, navigation and the back button, the app lifecycle, the application bar, submitting apps to the marketplace, monetizing with ads, and additional considerations. It also compares the phone app model to a web app model and explains key Windows Phone 7 concepts like tombstoning, isolated storage, and launchers/choosers.
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Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 6
Living the Dream: Make the Video Game You’ve Always Wanted and Get Paid For It!
1. Living the dream: make the video game
you’ve always wanted and get paid for it!
Dave Isbitski
Sr. Developer Evangelist, Microsoft
http://blogs.msdn.com/davedev
@TheDaveDev
Level: Intermediate
2. Agenda
• Windows Phone
– A new world of opportunity
• XNA Game Studio 4.0
– Xbox and Windows Phone
• XNA Framework for Phone
– Game Loop, Touch, Accelerometer, Sound,
Graphics
• Making $ Money $ in the Marketplace
3.
4.
5. Large and 40,000+ certified applications and games
Growing Growing at over 100 new apps per day
Selection of 61% Paid, 39% Free
70+ exclusive Xbox LIVE games
Apps & Games
38,000+ developers registered
From Many 7,300+ developers have submitted one or more
Developers apps
1,200 new developers every week
Loved 12 Downloads per User per Month
10% Conversion rate from Trial to Paid Purchase
by Users Daily Merchandising drives 500% download uplift
MO Billing now available to over 50% of Windows
Generating Phone users
% Paid Downloads: 3.2%
5 High ARPU Paid Apps Average Selling Price: $2.93; High ad
monetization rate
6. Promoting Your App
Merchandizing Placements
Merchandizing Placements
PlacementType
Placement Type Panorama
Panorama Featured Icon
Featured Icon Featured List
Featured List
Download Uplift
DownloadUplift 2000%
2000% 800%
800% 150%
6
11. Gamertag
Friends
Achievements
Windows Phone will extend the
Xbox LIVE brand beyond the
Merchandising console for the first time
Premium Placement
Windows Phone is the first step
towards our vision of a
ubiquitous gaming service
Differentiates your title from the
rest
14. Makes game development easier
XNA Framework provides robust APIs for games
C#, .NET and Visual Studio tooling
Solutions for game content processing
Not an engine solution
Creating
Games
15.
16. Develop Enhanced
exciting audio
games support
Simplified Visual Studio
graphics 2010
API’s integration
New
configurable
effects
16
20. Typical Game Loop
Load content when they start Initialize
Initialize() Load
LoadContent() Get User
Engine Resources Input
Update the game world Update()
Draw the game world Calculate
Test Criteria
Draw()
UnloadContent() Give
Free Resources FeedBack
20
21. Start simple and customize! XNA Framework Game Loop Example
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
Traditional update/draw/ if
present frame loop (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed)
Core programming model this.Exit();
consistent with previous releases
// TODO: Add your update logic here
Changes implemented yield
better base.Update(gameTime);
power performance on devices }
System integration with protected override void Draw(GameTime gameTime)
{
Windows Phone 7 best practices GraphicsDevice.Clear(Color.CornflowerBlue);
Translated to existing // TODO: Add your drawing code here
XNA Framework concepts
base.Draw(gameTime);
}
22.
23. Scaler
Write your game without worrying about native resolution or orientation
Automatic rotation between portrait and landscape
Touch automatically supports both scale and orientation changes
Scaler can drastically improve performance
Trade off performance for “crispness” and shade fewer pixels
800x480 = 384,000 pixels, 480x320 = 153,600 pixels
Upsample an arbitrary back buffer to native device resolution
Far higher quality than bilinear filtering
Allows for easier porting from other platforms
Scaling/Rotation comes for “free” from Hardware
24.
25. Input Overview
Cross Platform Input API
Xbox 360 Controllers
(Xbox/Windows)
Touch Input Handling
Keyboard
(Xbox/Windows/Windows Phone 7) var touchCollection = TouchPanel.GetState();
Touch API //...
Available across platforms for foreach (var touchLocation in touchCollection)
portability {
(fewer #ifdefs) if (touchLocation.State ==
TouchLocationState.Released)
Multipoint on Windows Phone 7 {
and Windows //...
}
Orientation and resolution aware }
Developer can override
26. Touch gestures
• The touch panel can detect a number of different
gestures including
– Tap
– DoubleTap
– Hold
– HorizontalDrag, VerticalDrag and FreeDrag
– Pinch
– Flick
TouchPanel.EnabledGestures = GestureType.Flick;
27.
28.
29.
30.
31.
32. Audio Capture Example
Audio public void EventDrivenCapture()
{
mic = Microphone.Default;
buffer = new byte[mic.GetSampleSizeInBytes(mic.BufferDuration)];
Audio Capture and mic.BufferReady += new EventHandler(OnBufferReady);
DynamicPlayback = new DynamicSoundEffectInstance(mic.SampleRate,
Playback }
AudioChannels.Mono);
public void OnBufferReady(object sender, EventArgs args)
Simple API to play back WAV data {
// Get the latest captured audio.
int duration = mic.GetData(buffer);
Modify pitch, volume, pan audio
// Do some post-capture processing and playback.
Ability to play synthesized/buffered audio MakeMeSoundLikeARobot(buffer, duration);
DynamicPlayback.SubmitBuffer(buffer);
Serialize captured data }
Provides more control over
System.Media
types on Windows Phone 7 Audio Playback Example
// Load a sound effect from a raw stream
SoundEffect effect1 =
Microphone/Bluetooth
Support SoundEffect.FromStream(GetStreamFromTheWeb("http://url.wav"));
effect1.Play();
Playback through headset
// Create dynamic audio on the fly
Capture through mic or headset byte[] fluteSound = GetFluteNote();
effect2 = new SoundEffect(fluteSound, SampleRate,
AudioChannels.Stereo);
SoundEffectInstance instance = effect2.CreateInstance();
instance.Pan = -1; instance.Pitch = 1.5f;
instance.Play();
33. Media – Music/Photos/Video
Music Enumeration and URI Song Playback Example
// Constructs a song from a URI
Playback Uri mediaStreamUri = new
Control and enumerate users’ Uri("http://song.asx");
Song streamedSong =
media within a game
Song.FromUri("Song",
Ability to play songs from URI/URL mediaStreamUri);
(i.e. music app) // Play the song
MediaPlayer.Play(streamedSong);
Picture Enumeration and
Playback
Supports photo Retrieve Image Data
picking/editing/publishing
Video Playback MediaLibrary media = new MediaLibrary();
// Get the JPEG image data
Uses standard video player API Stream myJpegImage =
ReadAndModifyPicture(somePicture);
Show/Hide controls
// Save texture to Media Library
media.SavePicture("Awesome", myJpegImage);
39. Render Silverlight over XNA Graphics
• Silverlight Page is still active when using XNA
Shared Rendering
•
•
– UI, controls, and input
– Texture models
– Imposters/Billboards
• Text input, Storyboards, and Animations all available
43. Trial Mode
Simple check
Simulate for testing
Send user to your Marketplace offer
Trial Mode
Guide.SimulateTrialMode = true;
// if we are in trial mode, show a marketplace offering
if (Guide.IsTrialMode)
{
PlayerIndex playerIndex =
Gamer.SignedInGamers[0].PlayerIndex;
Guide.ShowMarketplace(playerIndex);
}
44. PubCenter Advertising SDK
• Very easy to incorporate ads into XNA
games
• Download the Ad-Control SDK
• AdManager added as a game component – easy to
retro-fit to an existing game
• Players can click through an advertisement
to a web site or call the advertiser from within
your game
• Advertisements are specifically targeted at each player
demographic
• You get 70% of the revenue
45. • Sign up here so that you can incorporate ads in your
games: http://pubcenter.microsoft.com
• Find out more about Windows Phone Advertising
http://advertising.microsoft.com/mobile-apps
46. • The Advertising SDK is now part of the Windows
Phone SDK
• You can include a n XNA Drawable Ad into a game
• This is very easy to do – full code example on my
Blog
• http://blogs.msdn.com/b/davedev/p/events.aspx
49. Today (16)
Publish Apps to More Places + 19 New (35)
Hong Kong
Singapore
1.8 Billion more potential users
49
50. Call to Action
Download the Windows Phone Developer Tools
http://create.msdn.com
http://creators.xna.com
wpgames@microsoft.com
Fun First. Test on a device if possible!
51. Living the dream: make the video game
you’ve always wanted and get paid for it!
Dave Isbitski
Sr. Developer Evangelist, Microsoft
http://blogs.msdn.com/davedev
@TheDaveDev
Level: Intermediate