Video Presentation : http://tv.adobe.com/watch/max-2013/mastering-multiplayer-stage3d-and-air-game-development-for-mobile-devices/
• The use of Stage3D across web and mobile deployments (with Adobe AIR) .
• The challenges encountered when attempting to maintain high-performance specifications on mobile devices .
• Being agile in a pre production game development
• We'll show how we have jump our of the predefined sandbox to develop creative solution on well known problem.
Presentation Video : http://tinyurl.com/pfhz96m
Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.
How can we use Adobe Flash Stage 3D to make a multiplayer game on multiple devices using the same codebase?
This session will detail the challenges encountered when attempting to maintain high performance specifications on mobile devices and the guidelines used to succeed.
We will talk about the required production pipeline, provide performance tips and techniques, provide guidelines for deploying and debugging on iOS and Android and give an overview of the process, from start to finish
This session shows the ins and outs of developing on micro-consoles like the OUYA and the GameStick, or handheld devices like the NVIDIA SHIELD. Learn how we tailored a PS3 game by using Unreal so it ran well on micro-consoles, bypassing their limitations. Also, see how we enhanced a Stage3D game using AIR to show off the SHIELD's power by leveraging its strengths. Finally, learn about peer-to-peer multiplayer options to link players across game consoles, mobile and Web. Reach beyond the limitations to create an awesome game!
Takeaway
First, attendees will be shown how to develop micro-console and handheld titles in an efficient manner. Then, they will learn about the differences between the platforms, including performance and capabilities, in order to leverage their power. Finally, they will discover some techniques for multiplayer integration through cases studies.
Presentation Video : http://tinyurl.com/pfhz96m
Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.
How can we use Adobe Flash Stage 3D to make a multiplayer game on multiple devices using the same codebase?
This session will detail the challenges encountered when attempting to maintain high performance specifications on mobile devices and the guidelines used to succeed.
We will talk about the required production pipeline, provide performance tips and techniques, provide guidelines for deploying and debugging on iOS and Android and give an overview of the process, from start to finish
This session shows the ins and outs of developing on micro-consoles like the OUYA and the GameStick, or handheld devices like the NVIDIA SHIELD. Learn how we tailored a PS3 game by using Unreal so it ran well on micro-consoles, bypassing their limitations. Also, see how we enhanced a Stage3D game using AIR to show off the SHIELD's power by leveraging its strengths. Finally, learn about peer-to-peer multiplayer options to link players across game consoles, mobile and Web. Reach beyond the limitations to create an awesome game!
Takeaway
First, attendees will be shown how to develop micro-console and handheld titles in an efficient manner. Then, they will learn about the differences between the platforms, including performance and capabilities, in order to leverage their power. Finally, they will discover some techniques for multiplayer integration through cases studies.
WebDU 2010 talk. Comparison of various web technologies at their bitmap manipulation speeds.
Flash, HTML5 javascript canvas, silverlight, java applets, webgl e.t.c
Interesting experiment and interesting results none the less.
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
Luc Beaulieu and Jean-Philipe Auclair from Frima Studio share their experience working with Adobe's new Molehill API's in making their new game "Zombie Tycoon".
ROCm and Distributed Deep Learning on Spark and TensorFlowDatabricks
ROCm, the Radeon Open Ecosystem, is an open-source software foundation for GPU computing on Linux. ROCm supports TensorFlow and PyTorch using MIOpen, a library of highly optimized GPU routines for deep learning. In this talk, we describe how Apache Spark is a key enabling platform for distributed deep learning on ROCm, as it enables different deep learning frameworks to be embedded in Spark workflows in a secure end-to-end machine learning pipeline. We will analyse the different frameworks for integrating Spark with Tensorflow on ROCm, from Horovod to HopsML to Databrick's Project Hydrogen. We will also examine the surprising places where bottlenecks can surface when training models (everything from object stores to the Data Scientists themselves), and we will investigate ways to get around these bottlenecks. The talk will include a live demonstration of training and inference for a Tensorflow application embedded in a Spark pipeline written in a Jupyter notebook on Hopsworks with ROCm.
Java/Scala Lab 2016. Владимир Гарбуз: Написание безопасного кода на Java.GeeksLab Odessa
16.4.16 Java/Scala Lab
Upcoming events: goo.gl/I2gJ4H
Этот доклад поможет вам разрабатывать софт, который огорчит хакеров. Мы рассмотрим самые часто-встречающиеся и опасные уязвимости ПО, которые создаются непосредственно разработчиками, а так же как их можно избежать силами Java.
Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016Codemotion
This year for the Salone del Mobile at frog, we came up with a funky experiment, based on Drones, Android, and VR. In this talk, your hosts will walk you through our Drone Race experiment, touching topics like real-time computer vision, reactive programming for mobile, indoor positioning and (wheeled) Drones hacking. The variety and complexity of these topics is equal to its coolness though, so you may be puzzled asking yourself: "Where do I start?" We will share experiences and lots of code, so that you can start right away.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
OpenNebulaConf 2019 - Crytek: A Video gaming Edge Implementation "on the shou...Dmytro Korzhevin
Presentation covers various cyber security aspects that are stands behind the AAA-Level game projects. And what is most important it covers a practically proven way to provision own data (game services) in 22 geographical locations in 22 minutes, using opensource solution - OpenNebula and it's DDC features. During this 22 minutes you receive fully distributed mesh infrastructure, located in 22 different geo locations (datacenters) provisioned using only bare metal hardware servers, with preconfigured GNU/Linux OS and preconfigured VM on top of each server. Each server has own control server in own region with backconect to 'mother' server in central location with High Availability configured, own network segments in each datacenter, elastic IP's, Backend Transfer Facilities, Local BGP.
WebDU 2010 talk. Comparison of various web technologies at their bitmap manipulation speeds.
Flash, HTML5 javascript canvas, silverlight, java applets, webgl e.t.c
Interesting experiment and interesting results none the less.
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
Luc Beaulieu and Jean-Philipe Auclair from Frima Studio share their experience working with Adobe's new Molehill API's in making their new game "Zombie Tycoon".
ROCm and Distributed Deep Learning on Spark and TensorFlowDatabricks
ROCm, the Radeon Open Ecosystem, is an open-source software foundation for GPU computing on Linux. ROCm supports TensorFlow and PyTorch using MIOpen, a library of highly optimized GPU routines for deep learning. In this talk, we describe how Apache Spark is a key enabling platform for distributed deep learning on ROCm, as it enables different deep learning frameworks to be embedded in Spark workflows in a secure end-to-end machine learning pipeline. We will analyse the different frameworks for integrating Spark with Tensorflow on ROCm, from Horovod to HopsML to Databrick's Project Hydrogen. We will also examine the surprising places where bottlenecks can surface when training models (everything from object stores to the Data Scientists themselves), and we will investigate ways to get around these bottlenecks. The talk will include a live demonstration of training and inference for a Tensorflow application embedded in a Spark pipeline written in a Jupyter notebook on Hopsworks with ROCm.
Java/Scala Lab 2016. Владимир Гарбуз: Написание безопасного кода на Java.GeeksLab Odessa
16.4.16 Java/Scala Lab
Upcoming events: goo.gl/I2gJ4H
Этот доклад поможет вам разрабатывать софт, который огорчит хакеров. Мы рассмотрим самые часто-встречающиеся и опасные уязвимости ПО, которые создаются непосредственно разработчиками, а так же как их можно избежать силами Java.
Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016Codemotion
This year for the Salone del Mobile at frog, we came up with a funky experiment, based on Drones, Android, and VR. In this talk, your hosts will walk you through our Drone Race experiment, touching topics like real-time computer vision, reactive programming for mobile, indoor positioning and (wheeled) Drones hacking. The variety and complexity of these topics is equal to its coolness though, so you may be puzzled asking yourself: "Where do I start?" We will share experiences and lots of code, so that you can start right away.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
Create a Scalable and Destructible World in HITMAN 2*Intel® Software
Gain insight into how IO Interactive* (IOI) designed the crowd, environmental audio, non-playable character simulation, and physical destruction systems to take advantage of available hardware and dynamically upscale resolution and deliver more realism. See the design and architecture of the destruction system, including the asset pipeline and game runtime that enables IOI to create a more interesting world for their players.
OpenNebulaConf 2019 - Crytek: A Video gaming Edge Implementation "on the shou...Dmytro Korzhevin
Presentation covers various cyber security aspects that are stands behind the AAA-Level game projects. And what is most important it covers a practically proven way to provision own data (game services) in 22 geographical locations in 22 minutes, using opensource solution - OpenNebula and it's DDC features. During this 22 minutes you receive fully distributed mesh infrastructure, located in 22 different geo locations (datacenters) provisioned using only bare metal hardware servers, with preconfigured GNU/Linux OS and preconfigured VM on top of each server. Each server has own control server in own region with backconect to 'mother' server in central location with High Availability configured, own network segments in each datacenter, elastic IP's, Backend Transfer Facilities, Local BGP.
Similar to Mastering Multiplayer Stage3d and AIR game development for mobile devices (20)
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
3. Session Takeaways
Iterative pre-production process is good for you
How to think mobile
How to keep multiplayer simple
Flash is still a good option
Your happiness is important
3
6. Overview - Brainstorm Workshop
Target device
Technology to use
Flash Stage3D vs other technologies
Past Adobe Timeline recap
Art adjustment from initial prototype
6
7. Target device
Cross-Platform
Web
iPad2 and up for iOS
Nexus 7 and up on Android
Sub-Platforms
Amazon
OUYA
SHIELD
7
14. Brainstorm Conclusion
14
Recap
It’s cold where we work
Target iPad2, Tegra3, Web
Android GPU performance reality check
Profiling tools are your friends
Yes! We use Flash!
15. Disclaimer
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dolor sit amet, consectetur adipiscing elit. Nunc eget nunc id nisl ultrices cursus vitae sagittis lectus. Aliquam id lacus lorem.
Aliquam erat volutpat. Aenean eleifend, orci eu tristique suscipit, risus mi vulputate ante, vitae porttitor nisi purus
malesuada velit. Nunc libero magna, iaculis id hendrerit vel, aliquam euismod nisi. Aliquam erat volutpat. Duis vel erat quis
erat posuere fermentum. Integer a libero sed nisi ullamcorper vehicula id sit amet mi. Nullam ornare sollicitudin ante non
dignissim. Quisque vestibulum massa ut mi cursus ut auctor erat sollicitudin. Cras lacinia, neque sed commodo
consectetur, nulla justo facilisis nunc, interdum dictum augue dolor sed dui. In vel dolor magna, eget volutpat ligula. Morbi
vulputate arcu sed mi luctus vehicula. Proin euismod mi sit amet diam commodo mattis.
Donec non dictum elit. In hac habitasse platea dictumst. Integer commodo consequat nibh a luctus. Etiam est lacus, ornare
eu tempus et, tincidunt vitae turpis. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos
himenaeos. Integer pulvinar, erat ut tristique semper, quam justo congue lorem, quis mattis magna sapien at nisi. Cras urna
lectus, blandit quis tincidunt vel, tristique vel urna. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere
cubilia Curae; Phasellus sed purus lectus.
15
22. Power walking
22
Get the programmer to like it
Still give control to the designer
Artist feared it would look
like Power Walking
Let them control the speed
Avatar.RunAt(5 km/h).please();
Animation multiplier
23.
24. Sprint Conclusion
24
Flash can be fast
Optimized opcode
uploadFromByteArray
Customize your flash experience
Create plugins in Flash IDE, 3dsmax, Maya
Connect to Flash with sockets
Editors
Debuggers and Profilers.
26. Frame by frame animation
Inspired by Quake
Cons
Bigger file
Lots of buffers
No IK Solver
Pro
Faster
26
27. Faster but Why ?
Skeletal animation
Each frames
setProgramConstantsFromByteArray (All bonesId and Weight data)
Frame by frame
Longer initialization time
Each Frame
Tell which vertex Buffer to use
27
31. Sprint Conclusion
31
Something Old
In 1996, Quake introduced mdl
3D spritesheets
Sometimes a good Pro override many Cons
Something New
Networking out of the box
Gameplay programmers friendly
Still need tweaking for bandwidth
52. Network techniques
High Bandwidth
Intervals
CPU Hog
Limit packet size
Latency Kills
Network interpolation
Predict position
Smoother results
52
53. Sprint Conclusion
53
Make networking behave
Use networking tools to simulate latency
Use interpolation for position of moving objects
Implement networking monitors
55. Using 2D in a 3D game
Flash Display List
50% CPU on Android
Starling
Easy to Implement
6% CPU
Can’t block Click
55
56. ASC 2
56
Better
Incremental build by default
Swf size (-35%)
Performance (+15%)
Stricter compilation
var Roger:uint = -1;
var Wilfrid:int = 0xffffffff;
57. Other choices
57
Red Tamarin
Updating as we speak
API on top of Redux
https://code.google.com/p/redtamarin/
Play Script
Away3d and Starling
First performance test are slow
http://ingweland.com/playscript-benchmark/
https://github.com/playscript
58. Less known features
ANE
GameCenter
InApp purchase
Push Notifications
Rate this app
flasCC
Epic citadel
Existing Algorithms and codebase
What about Multithreading?
58
59. GLSLTo AGAL compiler
GLSL2AGAL
https://github.com/adobe/glsl2agal
Existing Shaders
No need to go low-level!
Some recent fixes
Matrixes support (up to 2)
Dynamic access to vertex constant vc[x]
Fixed m33 operations
Fixed nrm on constants
59
Thanks for coming to our session today.We appreciate that you chose our talk today, we knew you could pick a Shockwave or Cold Fusion session instead.We’re glad you stuck with Flash.Before we get started, we’d like to know more about the crowd we have here.Show of hands, who’s a programmer? Who’s an artist? Who’s a designer? Any business folks?I’m Luc, CTO of Frima Studio and since I lost a bet, here is JP.
Alright, le me briefly talk to you about Frima.We are located in Quebec City, right over there on the frozen part of North America.We are currently freezing over 350 people there.Just so you know, in Quebec, we have two seasons.We have Winter, and then we have July.So plan your travel accordingly if you want to visit us.
Here are the main takeaways for our talk.If you don’t know it by now, iterative game development is a must!We’ll also show you how to think mobile-first in your development process.Multiplayer is cool, but it can be expensive to add to your game, we’ll give you tips on how to keep it simple.Our game is built in Flash and we think it will be awesome
We said just now that Iterations are good for you, and if it’s good for you it’s also good for us.For this project, we decided to use short sprints and focus on a few things at a time.We will use these sprints as sections for this talk, hopefully making things more interesting for you.
Let’s start with our brainstorm session for the game.We decided to do a 2 days offsite meeting with the key members of the team in order to define the brand and decide on the main directions for the game.We wanted to get everyone on the same page.
Those are some of the main points that came out of that brainstorm session.We had to define our minimal target devices, what technology we wanted to use and also we made some art adjustments based on our initial prototype.We’ll talk about the decision process around what technology to use.Obviously, we decided to use Flash, otherwise we would not be here at MAX today.
We wanted our game to be Multiplayer-multiplatform so we want to target iOS, Android and the Web.On iOS, the iPad2 gave us everything we wanted and then some.On Android, we went for Tegra3 devices and up so that we could get the same experience on both iOS and Android.Also, it would open the door to other Android-based platforms like the Kindle Fire, OUYA or nVidia SHIELD.
Our previous prototype was not performing well on our target Android device, it ran at 9fps.By profiling great mobile games such as Epic Citadel, Shadowgun and Dead Trigger, we found out that we used too many cycle count per pixel in the shaders.So we made choices and we used clever techniques to reduce them without cutting on visual quality.
Normally, we always keep profiling for the end of our talks, but since we felt like changing the world today… Here it is!Performance profiling tools are your friends, we used nVidiaPerfHudES on Android, Intel GPA for the Web portion and Adobe Scout for our overall CPU performance.We still have no tools for GPU profiling on iOS, let us know if you have some.So make sure you use these tools as early as you can in your production. Don’t wait till the end.
Like with every projects, we had to decide on the technology to use in order to target all those platforms.We had an existing engine using Flash and connected to our backend engine.We had a team of ActionScript developer ready to go.We wanted our “ports” to be seamless between platforms.We also knew that this project would require a very specific rendering pipeline in order to show 100+ avatars on the screen.Same thing on the crowd system for that many units.So we decided to use our in-house Stage3D technology because we knew we would require the flexibility to tailor it to our needs.
Let’s talk about about Stage3D GPU reach on Desktops for a moment.There is a couple of nice articles with results on that.In brief, it shows that the initial release of Stage3D, with it’s 2009 driver date restriction, had a reach of about 60-70%Then Adobe moved it back to 2008 and we got a nice 10-15% gain.Finally, Adobe added Constrained mode and driver dates to 2006 and we got a nice 90% sweet spot.On our side we did similar sampling on some of our existing live Flash games and we got similar results backing those up.[CLICK]If we compare with WebGL, the reach on mobile is not even at 10% and on the Web, it’s not more than 70% of the browsers, let alone older video cards.[CLICK]The Unity plugin is also an option, however, their installation based is less than 20% of Flash player. Depending on your audience, the willingness to install it can be small.http://renaun.com/blog/2013/04/how-far-is-the-reach-of-webgl-on-the-desktop/
During the workshop we had to review our character design from our previous concept art so we went in a slightly different direction.Because our initial design made our male avatar look like a guy with peanut allergies who probably still lives with his mother.However, it was decided that art would not be integrated into the game, until the basic game feel would be in place.
Because of all of this we selected Stage3D as our technology. Doing so, it reminded us of the past history of Stage3D and we wanted to share with you our vision of it.
We hope you enjoyed our weird Stage3D timeline…Anyways, here’s a quick recap of our brainstorm session.It’s definitely cold where we work.We decided that iPad2 was our minimal iOS target and we choose Tegra3 devices on Android to match that.We hit some issues with GPU performance on Android and with profiling tools, we figured out where to cut.Speaking of profiling tools, use them, they are your friends!And on the tech side, Yes! We decided to use Flash!
Alright, so here’s our Disclaimer.This talk is not about selling our internal technology. In fact, we don’t even sell it ;)The main aspect of this session is to show you, with examples, how to leverage Flash to get the most out of it.We wanted to push the limits of what we can achieve in Flash.This is what we did on the Web and now we are doing it on mobile.And we want you to do the same.
The focus of our first 2 weeks was on the character movement and the dynamic creep system,And even though the animation was not technically a big challenge, it was the first time our production team worked with our new animation system.In the mean time, a gameplay programmer was implementing many place holder.After two weeks, we got this (video).
The Creep is that goo on the ground, and we wanted something that look organic, like it could spawn from everywhere like an infection.We look into many solutions but The Marching square turn out to be perfect for that. The marching square is a algorithm that create contour meshes from a squalar field.I won’t go into the detail of the implementation, and this image come directly from Wikipedia. But instead I’ll talk about what we’ve done in flash to make it efficient.Now because it consist mostly of lookup table, it is already very fast.However, as fast as it can be, it is still too much to be dumbly implemented in as3, when we did it, it ran a 6 FPS[CLICK] First thing we’ve done it to take all our Vector access and convert them into byteArray and used optimized opcode with Azoth, Why not, remember, it’s royalty free again.This led to 8x gain in performance (great) . But still it was too much too keep a decent frame rate with the rest of the game logic.[CLICK] This algo was creating a huge mesh every frame, so the next step we took, was to slit the big mesh into a smaller grid, thus creating 64 different meshes. We then compute the algorithm only when it is visible on screen.[CLICK] And if you make sure to use uploadFromByteArrayinstead of uploadfromVector,you’ll keep decent performance, even with multiple dynamic meshes
Here the result in slow motion
Now lets talk about animation. But first a little bit of context.Every time we started a new 3d game, we will always have one comment about the foot sliding of the main character very early in the productionLet’s first get an example of foot sliding pushed the extreme.[VIDEO]The programmer can decide the speed and the direction of the avatar regardless of the animation. And this led to the feeling of a floating character.For this project, we wanted to get that right at the very beginning[CLICK] For this, we’ve given the production team an Animation driven locomotion system. With this system, it’s the animation that define how fast you character can move and it is well known in AAA console and PC game.[CLICK] But I will not explain how to do an ADL, but instead how you can create tools or exporter to get flash to do what you want.
Most authoring software gives you the possibility to create custom interface or exporter.To fix our foot sliding problem, we created an exporter in 3ds max that saves a small dummy node while exporting the animation.This little node follows the avatar throughout its animation and record the movement at every frame.Now, this exported file can be read at runtime, and the node movement can be apply every frame to the character while he plays the animation.The nice thing is that because the exporter uses an AMF writer coded in C++, and AMF if the adobe file format, so flash can understand the output from 3dsmax as if it was written by flash itself.
Now that we fixed a problem, we created many new ones, the first was that the programmers were used to move the character as they wishes. And they did not like the fact that they needed to go through an art pipeline only to change the speed on the avatar.But, same goes for the designer, he wanted to try different speed in different situation, and they could not without the animation being re-exported from 3dsmax.That was not very efficient, but at the same time, the artist didn't want the speed of the animation to be modified by a programmer because they feared that this would make it to the final game, and that we would blame the Art team for a walk cycle that look like this.Guess what, he lost it, at that time he was alone against many programmer and designer, we gave the programmers 2 ways of specifying the movement speed.First one, It a function that choose which animation to be played and how fast it will be played depending on the requested speed.The second one is more interesting, because it uses an interface created in C# to talk to flash.
There is a speed multiplier that can be applied to any animation, and because the speed is driven by the animation, the speed is affected at the same time.One thing we tend to forget is that flash can uses socket, and socket can be used in localhost. So you can create an application in any language that can talk with your running flash game.In his example, we’ve uses c#, but could be anything,
To conclude this sprint.Flash can be fast, you’ll see more in the upcoming slides, but we’ll have one of the more Action packed game on mobile game and it is build in stage3d.But also, Flash can really do what ever you want, you just need to customized your pipeline with the correct tool, that you modify or create according to your needs.
In this sprint, we added a couple of concepts and features, but the most important thing were:- How to deal with massive crowd of enemies on mobile devices- And- the addition of basic network
In order to show 100 enemies on the screen on mobile, we could not rely on skeletal animation techniques, this was way too heavy.So we decided to inspire ourselves with old formats used by the Quake engine.Basically, we used a frame-by-frame 3D animation. Kind of like a spritesheet in 3D…This technique had a lot of cons. Bigger file size, larger memory footprint and since it was not bones-based, we had static animations only.Lots of cons, but all that matters here is the speed. So we went with this solution.
Why was it faster?Skeletal animation known as skinning or animation with bones requires you to send bones weighting at every frames because your animation changes.This is heavy since we need to send constants from the CPU to the GPU at EVERY frames for !every! animations.Frame by frame animation has a slightly longer initialization time since you have to upload the vertex for the whole animation at once, but only requires you to tell the driver what buffer you want to use before you draw it, no CPU to GPU transfer required. The same texture is used on all frames, so it’s still lighter than traditional sprite sheets.
For easy synchronisation of gameplay features we decided to use simple metatags in our ActionScript code.When editing a scene, the programmer identifies the game objects to be synchronized over the network. Using our game editor, we then flag those objects as “Network Enabled” meaning that, upon loading the scene, the engine will parse those object for values to be sent over the network.The reflectivity in Flash is awesome. What’s cool is that by calling the simpledescribeType function, you can read a class definition in XML, including our added metatags.
Now it was time to network all of that good stuff!With the metatag method that we talked about earlier on, we created a networking solution out of the box meaning that, by a single checkbox, we can create a multiplayer experience..The tricky one to network was the large crowd.Because, as easy as it may sound to add multiplayer, we got 50k/sec transfer rate.For fast prototyping, it’s no issue, but we knew we had to work on optimizing what we were sending.
Let’s say a gameplay programmer wanted to network, say the damage taken or the position of an object, they wold simply add the tag on the Getter/Setter and the engine would take care of the rest. To synchronize the data, the programmer needs to assign a value to the variable and then set the flag NetworkDirty on the class. The engine then updates the value on all the remote clients. It is also possible to modify values coming from the network before and gets processed by the gameplay code, using a callback function. This is useful for prediction and interpolation functions.And about that image… while we were preparing the presentation, I saw a typo in a variable name, so I asked the team to make a fix for our presentation.They asked me if I wanted them to do the presentation for me, and sent me that.I’m kind of rusty in programming, but I think it should work…
In conclusion.When building a game, the reflex to look at all the new and shinny things is not always a good one.Sometimes, looking at old techniques can give you insights to solve your problems today.And remember, sometimes a good Pro will override many Cons.Also, try to make your networking solution, Gameplay programmer friendly.It’s very important to keep iterations fast.Also, keep in mind that you might need someone to look at optimizing what’s sent over the network, but that step can be done later on.
And we made a bet involving popcorn and movie tickets.I’m looking forward to a free movie soon…
From what they remembered, we had thousand of zombies in our first prototype.What they should have remembered is that this was running on a desktop I7 with a good dedicated video card.And now, this crowd needed to run on mobile and it need to be networked.
There was two challenge with the crowd, movement and attack, Lets start with movement.Previously, In the Zombie Tycoon molehill demo, we had Simple A* for all the enemies on a single grid and this was working fine on decent computer for up to a hundred of stupid zombies.In Neema, we removed the grid and create a Navigation Mesh instead. It was using the c++librairies detour and recast compile through flascc, this gave us better control over random terrain and over/under bridges.However, for endless waves of brainless critter on mobile, we removed the Navigation Mesh and the A*, and implemented a simple granular flow algorithm, we’ve seen similar algorithm like this in a small flash game called sugar sugar.
Here come’s the programmer Art time to define in 1 slide the technique. I’m sure scientist in the granular flow field would kill me if they were to hear that.Let’s keep that between us.But, in short, The reason why this is efficient is because the green circle only care about it’s immediate surrounding not an inch further. So at every frame the movement possibility is very small and very fast to test.This however will not work for any complex terrain where A* might be required. Even this very simple example. Where the green circle wants to joined the blue one.
In action, this look like sand particle.In this example they are all moving in the same direction, but they don’t need to, it just creates a better looking demo.If you create obstacle or bucket, they will stack until they can move on the side, that is as far as there “intelligent behavior”
Now that we have our enemies moving, how do we hack and slash our way through them to make them stop? The easiest solution is to use the sword as a collider and test with all enemies but mesh to mesh collision is way to much.Also, we could add a sphere collider on the tips of your sword, and test for collision with the enemies bounding volume. We’ve done that in the past, and it is working, but is not very efficient for mobile.Instead we pre-compute a list of impact position and export it with the animation per frame.
And to do that, we created a tool in 3dsmax, using maxscriptthat create a impact cloud for every animation frameWe can see that on the left, every little cross represent a possible hit position. and on the right we show the impact area of a complete set of animation.Lets quickly see in programmer art how this work in the game.
Remembered that we talked about a 2d grid for the flow movement.This is the same grid but we added our Heros.
Next, we add our worst enemies per dozen.
We reproject the impact cloud exported by 3dsmax on the 2dgrid and simplify the collision test to a simple vector access. With this, it’s easy to define which Bieber was hit.
Event though the collision is not pixel perfect they wanted to achieve the feeling of waaaaaaaaa, and it worked.
Once again, when we thought about developing flash game on mobile, we knew we would need to find alternate solution for well know problem like collision or movement. You should step out of the predefined sand box offered by commercial engine. And create your system differently.An Ipad today is more powerful than yesterday console and PC. There is no reason we can’t do great game on it.
We though we were good on networking after our first few sprints, but our tests didn’t seem to agree on that.We wanted to make sure the game was working on low-latency and on less than optimal network conditions.Well, it was not.
After our network tests, we knew we had to look at networking tools to help us out.We also looked into UDP versus TCP, and Peer2Peer solutions, but those two are the subject of a talk by themselves.Le me show you what we did to get the game to work well in all network conditions.
The first thing we had to do when looking at networking tools was to decide which ones we could build into our toolset.Not every networking conditions can be simulated using frontend profiling tool, but we figured that some of them are worth it.For instance, in our engine, we added built-in support to add latency and the ugly but very useful graph you see here is our tool to visualise it.
On top of that latency tool, you can see here that we added built-in networking metrics straight into the engine so that our developers could see what was going on in there.They could see bandwidth and in and out packets with some stats to show averages and total counts.This allowed our developers to react quickly as they were adding network features.As failing fast is key in iterative development.
Now that we’ve seen some of the tools that we created on our own, we don’t need to reinvent the wheel as there are already lots of tools out there.For example, you can use network monitoring tools such as Microsoft NetMon to watch your packets and inspect them.This gives you a great insight into what is passing through and doubles as a network debugger.
And for advanced network simulations, you can use the Network Emulator for Windows Toolkit, allowing you to add not only latency, but packet loss and errors.This way, you can simulate bad network conditions and make sure that your game reacts well to them.
Finally, you can also setup a server-side proxy that will allow you to set Latency, packet loss and all kinds of funky network issues.In order to set your workstations to use it, simply put the IP of the server as a proxy and you are good to go.This proxy can, ad maybe shoud become an integral part of your QA process.
Enough with tools.Remember we talked about the 50k/sec, that was for 2 players and we wanted 4.So we really needed to reduce the bandwidth.For that we added the possibility to send the data at specific intervals instead of every frames, thus drastically reducing the messages sent by second.At specific point in the game, when lots was going on, one frame could be flooded with network packets thus overwhelming the CPU on mobile because of the decompression. To fix that we limited our packet size per frame and delayed the rest for the next frames.Network latency combined with our interval method created a game that didn’t look smooth at all.We decided to use interpolation based on the speed and direction to smooth the experience.Since our networking implementation allowed the coders to build a callback function that would intercept the incoming position of the characters, they could make an interpolation based on direction and speed.Let me show you a video that helps visualize it.
As a conclusion to this sprint, I’d like to bring back the importance of making your networking almost transparent to your production team.And provide them with tools so they can see what’s going on under the hood.At the same time, have some folks test the game under different network conditions so that you ensure that your game will behave properly in all cases.When making a real-time multiplayer game (or any games that require calls to a server) always test it by simulating latency and packets loss.This way, you will ensure that your game will work with the worst network quality and the best
This was the end of the pre-production part of our talk, but we’re not done yet!While our production team was hard at work on the prototype, our R&D team was supporting them, however, we also had time to look into more advanced stuff.This section will go through those topics, some of them quite experimental.
We’ve tested ASC2 when is was still codename falcon. At the time, we had problem.But now that they release it, it Rock.I suggest that you look into it, because it simple is better.It reduces your file size, increase your swf performance significantly.It even have a stricter compilation rules, making you code better.
Even though we select stage3d for this game, we are still developing game for windows 8 phone, xbox, vita and playstation. And Adobe will probably stay away from those target. Now, With stage3d, we use less display list and 2d rasterizer. Because of that, Tamarin, the open source Virtual machine look more and more attractive. Because it can run your AS3 game on any platform.Red tamarin is a wrapper on top of Tamarinredux that offers you some API like socket and filesystem. The owner of red tamarin is updating to the latest version of the VM as we speak.Also, Zinga released playscript to the opensource community recently and there is already a couple of framework working with it, like away3d and Starling. This also offers you the possibility to compile to many platform with very few changes in your code. I’m looking forward to this initiative.According to http://ingweland.com/playscript-benchmark/playscript is 3x slower
There are a couple of less known features that are not using ActionScript as the primary language but offer you a great possibility to extend your Flash application.Remember that ANE allows you to build your own native extensions and use them in AIR.Many existing extensions offer you features out of the box, do check them out.flasCC allows you to compile C++ code into Flash. A great way to leverage your existing codebase.And we’ve seen a good example of that with the unreal engine.I don’t want to minimize your project our ours, but if they can compile their M+ lines of code, I’m sure you can do it too.Since AIR is still single-threaded and that most mobile devices have 4 cores nowadays…We believe that ANE might be a solution for Multithreading on iOS and Android.We will soon start to dig into this option.
The GLSL To AGAL compiler is used to compile GLSL shaders so they can be used in your flash application. It’s open source and on github.If you have existing GLSL shaders that’s a great tool to use.If you are converting an existing C++ game to Flash using flasCC, there’s a good chance you’ll have to use this too.You don’t need to go low-level by using AGAL, GLSL will provide a high-level language to make your shaders.We had to work on the existing compiler and took the time to make a couple of fixes while we were there.We will soon make a commit on github.
Couples day ago I sent an post on a very busy Stage3D group on Facebook asking what people want to hear about at Max. Every answer were about Roadmap.I wish I had a crystal ball also, and Especially after some of the latest public announcement, we were a bit concerned.So we just had a call with Bill Howard from Adobe and after the call we were reassured.Adobe is still putting a lot of efforts in Flash and AIR, they are still pushing incremental changes on all of these.For instance, Stage3D Extended is still in the pipeline, but ubiquity is a issue. However, Some part of it are to be release in July, like Rectangular textures 4K textures.What’s next? With the stories about Action Script Next, They are more reluctant on putting stuff too early on the roadmap, but features will keep coming..And we’ve heard that some really cool things are coming.
In conclusion.Be Agile.Implement quick iterations, this will allow you to fail fast, adjust your sight and build a better game.Be Proactive.You will have bad network conditions, don’t wait for them to happen, created them and fix your game around it.Be Different.Tailor the tools around you to create a unique game.And finally, Be Creative.Not only in your game design and art but in the way you approach and solve your technical challenges.After all, this is The Creativity Conference.
Thanks, please fill up the survey, not only can you win a book or an iPod, but you get to select “Awesome” as your session rating!