The document summarizes the core objects in OGRE, an open source graphics rendering engine. It describes the root object which initializes other core systems like the scene manager and rendering system. The scene manager handles scene contents and rendering. The resource manager loads shared resources like textures and meshes. Materials control how objects are rendered with properties like textures. Entities use meshes and materials to represent movable objects in a scene.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
The slides explain Memory management in objective C with reference to Cocoa and IOS. Difference between ARC and manual memory management is explained. Go through the presentation to understand how memory management is done in objective C.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.
Video presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4
The slides explain Memory management in objective C with reference to Cocoa and IOS. Difference between ARC and manual memory management is explained. Go through the presentation to understand how memory management is done in objective C.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
This presentation is about -
1)Retain,
2)Release,
3)Auto Release pool,
4)Modifiers: Strong ,weak, assign, _Auto releasing,
5)Reference Counting,
6)Alloc,
7)New,
8)Copy,
9)Mutable copy,
For more details visit -
http://vibranttechnologies.co.in/ios-classes-in-mumbai.html
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Come learn how Microsoft Silverlight was used to create Tunnel Trouble, an online game built using Silverlight 2. This session covers concepts of using Silverlight technologies and tools to build game boards, animations, collision logic, game loop logic, integrating media into game play as well as integrating with web services and being more efficient with managed code.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
This presentation is about -
1)Retain,
2)Release,
3)Auto Release pool,
4)Modifiers: Strong ,weak, assign, _Auto releasing,
5)Reference Counting,
6)Alloc,
7)New,
8)Copy,
9)Mutable copy,
For more details visit -
http://vibranttechnologies.co.in/ios-classes-in-mumbai.html
Take a dive deep into the new prefab features with developers Steen Lund. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Come learn how Microsoft Silverlight was used to create Tunnel Trouble, an online game built using Silverlight 2. This session covers concepts of using Silverlight technologies and tools to build game boards, animations, collision logic, game loop logic, integrating media into game play as well as integrating with web services and being more efficient with managed code.
A presentation I did for China GDC 2011.
I cover the basic of visibility optimization as well as present some practical examples of visibility systems used in modern video games.
Useful Tools for Making Video Games - Ogre (2008)Korhan Bircan
A presentations I gave back in 2008 when I was the teaching assistant for Innovating Game Development course in Brown University.
In this presentation I cover Ogre core objects, the startup sequence, creating a basic scene, terrain/sky/fog rendering, CEGUI, node and character animation, object picking, particle systems, fire and smoke effects, cel shading, cube mapping, bump mapping, water reflections and refractions, grass rendering, post-processing effects such as blur, bloom, glass, old TV, old movie, night-vision, and possible art pipeline construction.
Similar to OGRE v1.10 manual - The Core Objects (20)
Unity blog posts:
Optimize your mobile game performance:
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2. Get expert tips on physics, UI, and audio settings
3. Expert tips on graphics and assets
Designing for Privacy in Amazon Web ServicesKrzysztofKkol1
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In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...Juraj Vysvader
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Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
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CyanicLab, an offshore custom software development company based in Sweden,India, Finland, is your go-to partner for startup development and innovative web design solutions. Our expert team specializes in crafting cutting-edge software tailored to meet the unique needs of startups and established enterprises alike. From conceptualization to execution, we offer comprehensive services including web and mobile app development, UI/UX design, and ongoing software maintenance. Ready to elevate your business? Contact CyanicLab today and let us propel your vision to success with our top-notch IT solutions.
SOCRadar Research Team: Latest Activities of IntelBrokerSOCRadar
The European Union Agency for Law Enforcement Cooperation (Europol) has suffered an alleged data breach after a notorious threat actor claimed to have exfiltrated data from its systems. Infamous data leaker IntelBroker posted on the even more infamous BreachForums hacking forum, saying that Europol suffered a data breach this month.
The alleged breach affected Europol agencies CCSE, EC3, Europol Platform for Experts, Law Enforcement Forum, and SIRIUS. Infiltration of these entities can disrupt ongoing investigations and compromise sensitive intelligence shared among international law enforcement agencies.
However, this is neither the first nor the last activity of IntekBroker. We have compiled for you what happened in the last few days. To track such hacker activities on dark web sources like hacker forums, private Telegram channels, and other hidden platforms where cyber threats often originate, you can check SOCRadar’s Dark Web News.
Stay Informed on Threat Actors’ Activity on the Dark Web with SOCRadar!
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Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
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- The Art of Effective Code Reviews
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By the end of this presentation, you'll have the knowledge on how to organize and improve your code review proces
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Venez le découvrir lors de cette session ignite
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Software Engineering, Software Consulting, Tech Lead.
Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Security,
Spring Transaction, Spring MVC,
Log4j, REST/SOAP WEB-SERVICES.
3. Core Objects
Root: organizer, facilitator, to deal with scene
manager, rendering systems and render widnows.
Scene manager: about contents of scene.
Resource manager: for geometries, textures,
fonts, …
Rendering: for low-level end of rendering pipeline.
Plugins … to be extended, extended, and extended.
4. Root
Entry point of OGRE system. First created, last
destroyed.
Obtain pointers to systems: SceneManager,
RenderSystem, …
Root->startRendering(), enter continuous
rendering loop.
5. RenderSystem
Abstract class for underlying 3D (rendering) API.
Subclass: D3DRenderSystem, GLRenderSystem, …
Initialization in Root::initialise(), then
Root::getRenderSystem() to obtain.
SceneManager handles all high-level rendering
tasks. Only access RenderSystem for advanced
features necessary.
6. SceneManager
Charge of scene contents. Organizes cameras,
movable objects, lights, materials, and for world
(static) geometry.
When rendering, sends the scene to RenderSystem.
Setup scene (via input scene file), and dynamically
modify scene via FrameListener.
Subclass for different scene type:
BspSceneManager optimizes indoor levels via binary space
partition tree.
7. ResourceGroupManager
Hub for reusable resources. Implement
ResourceManager objects for different resource
types (TextureManager, MeshManager, …).
Resource is loaded once, shared throughout OGRE.
Searching in multiple search paths or compressed archives.
Singleton implementation.
Loading API is called automatically, yet you can
access manager (TextureManager) for pre-loading
purposes.
8. Mesh
Represents a discrete model, typically small on
world scale. Assumed for movable objects.
Managed by MeshManager (.mesh file).
Composed of SubMesh objects (for different parts).
Loaded with defined materials automatically.
Manually create: MeshManager::createManual().
Basis for movable object (called Entity).
Can be animated.
9. Entity
An instance of a movable object.
Based on Mesh, multiple entities can be based on
the same mesh.
Creation: SceneManager::createEntity(entity-name,
mesh-name). Mesh is loaded only once.
SubEntity: 1 vs. 1 matching SubMesh. Accessed by
Entity::getSubEntity().
Entities automatically use default materials. Material can be
changed per entity basis, call SubEntity::setMaterialName().
Attach to SceneNode to become part in the scene.
Hierarchical relationship between entities via scene nodes.
10. Material
Controls how objects are rendered.
Specify: surface properties (reflectance), texture layers
(which image, filtering), special effects (environmental
mapping), …
Setup: MaterialManager::create(), or by material
scripts (runtime loaded).
SceneManager manages existing material list.
Default properties,
MaterialManager::getDefaultSettings() :
ambient reflectance = white, diffuse reflectance = white,
specular reflectance = back, …, no texture layer, depth buffer
checking = on, depth buffer writing = on, …, bilinear texture
filtering.
11. Overlay
Render 2D/3D elements on top of screen (heads-
up displays, menu, status, …).
Creation: SceneManager::createOverlay() or by .overlay
script file.
Show multiple overlays at once following their Z-orders.
Manually initialization.
Need to call SceneManager::addRenderQueueListener() per
scene manager.
Designed for non-interactive screen elements.
Trays system (or CEGui, MyGUI, libRocket) for GUI solution.
12. Overlay 2D Elements
OverlayElement class abstracts 2D elements.
Subclasses for user-defined custom control element.
OverlayContainer (inherits OverlayElement),
contains (groups) OverlayElement objects.
OverlayManager to create specific overlay
elements.
OverlayManager::getSingleton().createOverlayElement(“Pa
nel”, “myNewPanel”); for panel container.
Allows plugins to register new types of OverlayElement.
2D coordinates: pixel mode and relative mode.