A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
A brief presentation on Microsoft's Graphics platform - DirectX. The presentation explains the need for DirectX and how it came into being. It explains the Architecture in detail including the components which make up DirectX. The presentation then gives a short version history of DirectX and makes some points on the latest version, known as DirectX 12.
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
A brief presentation on Microsoft's Graphics platform - DirectX. The presentation explains the need for DirectX and how it came into being. It explains the Architecture in detail including the components which make up DirectX. The presentation then gives a short version history of DirectX and makes some points on the latest version, known as DirectX 12.
Our three-eye-alien friend uncovered an impressively complete
and up-to-date family tree tracing all the way back to the ancient
emperor Qin Shi Huang. The alien wants to find a descendant of
this emperor who’s still alive, and could use your advice!
The solution to the single-source shortest-path tree problem in graph theory. This slide was prepared for Design and Analysis of Algorithm Lab for B.Tech CSE 2nd Year 4th Semester.
An overview of the most simple algorithms used in data structures for path finding. Dijkstra, Breadth First Search, Depth First Search, Best First Search and A-star
Naturally feel free to copy for assignments and all
Hadoop classes in mumbai
best android classes in mumbai with job assistance.
our features are:
expert guidance by it industry professionals
lowest fees of 5000
practical exposure to handle projects
well equiped lab
after course resume writing guidance
안녕하세요 딥러닝 논문읽기 모임 입니다! 오늘 소개할 논문은 3D관련 업무를 진행 하시는/ 희망하시는 분들의 필수 논문인 VoxelNET 입니다.
발표자료:https://www.slideshare.net/taeseonryu/mcsemultimodal-contrastive-learning-of-sentence-embeddings
안녕하세요! 딥러닝 논문읽기 모임입니다.
오늘은 자율 주행, 가정용 로봇, 증강/가상 현실과 같은 다양한 응용 분야에서 중요한 문제인 3D 포인트 클라우드에서의 객체 탐지에 대한 획기적인 진전을 소개하고자 합니다. 이를 위해 'VoxelNet'이라는 새로운 3D 탐지 네트워크에 대해 알아보겠습니다.
1. 기존 방법의 한계
기존의 많은 노력은 수동으로 만들어진 특징 표현, 예를 들어 새의 눈 시점 투영 등에 집중해 왔습니다. 하지만 이러한 방법들은 LiDAR 포인트 클라우드와 영역 제안 네트워크(RPN) 사이의 연결을 효과적으로 수행하기 어렵습니다.
2. VoxelNet의 혁신적 접근법
VoxelNet은 3D 포인트 클라우드를 위한 수동 특징 공학의 필요성을 없애고, 특징 추출과 바운딩 박스 예측을 단일 단계, end-to-end 학습 가능한 깊은 네트워크로 통합합니다. VoxelNet은 포인트 클라우드를 균일하게 배치된 3D 복셀로 나누고, 새롭게 도입된 복셀 특징 인코딩(VFE) 레이어를 통해 각 복셀 내의 포인트 그룹을 통합된 특징 표현으로 변환합니다.
3. 효과적인 기하학적 표현 학습
이 방식을 통해 포인트 클라우드는 서술적인 체적 표현으로 인코딩되며, 이는 RPN에 연결되어 탐지를 생성합니다. VoxelNet은 다양한 기하학적 구조를 가진 객체의 효과적인 구별 가능한 표현을 학습합니다.
4. 성능 평가
KITTI 자동차 탐지 벤치마크에서의 실험 결과, VoxelNet은 기존의 LiDAR 기반 3D 탐지 방법들을 큰 차이로 능가했습니다. 또한, LiDAR만을 기반으로 한 보행자와 자전거 탐지에서도 희망적인 결과를 보였습니다.
VoxelNet의 도입은 3D 포인트 클라우드에서의 객체 탐지를 혁신적으로 개선하고 있으며, 이 분야에서의 미래 발전에 중요한 영향을 미칠 것으로 기대됩니다.
오늘 논문 리뷰를 위해 이미지처리 허정원님이 자세한 리뷰를 도와주셨습니다 많은 관심 미리 감사드립니다!
https://youtu.be/yCgsCyoJoMg
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
15. Random backstepping
Take one step in the direction of
the target. Avoid obstacles by
taking a step back.
Simple algorithms
Obstacle tracing
Similar to random
backstepping, calculates the
collision before it happens.
18. Worst-case
space complexity
Worst-case
time complexity
Implementation
BFS vs DFS
Small: linear in the length
of the current path.
Large: linear in the area of
the explored surface, as it
explores useless paths.
By using a first-in,
first-out (FIFO) data
structure, e.g., a stack.
DFS
Large: linear in the
perimeter of the explored
surface.
Small: quadratic in the
length of the minimum
path.
By using a last-in, first out
(LIFO) data structure, e.g.,
a queue.
BFS
19. Dijkstra’s algorithm
◆ Solves the single-source shortest path problem.
◆ Invented by Edsger Dijkstra, Turing award winner.
◆ Used in many games for efficient pathfinding.
◆ More efficient than BFS and DFS in terms of time.
◆ More complex in implementation too.
20. Dijkstra pseudocode
◆ Start with two sets of graph nodes S and T.
◆ S contains the source node and T all others.
While the target node is not in S, do:
◆ Find the node in T that is closest to a node in S.
◆ Move that node from T to S.
◆ Relax the edges from the node to T.
21. Dijkstra efficiency
◆ To find the closest node, one can use an efficient data
structure, such as a simple heap, to answer queries for
the minimum in a totally-ordered set.
◆ Its operations take worst-case O(n) time, where n is the
number of nodes. With a simple heap, the worst-case
time complexity is O(m ⨉ log n), where m is the number of
edges.
◆ By using Fibonacci heaps, one can reduce the time
complexity down to O(m + n ⨉ log n), as m >> n.
22. A* algorithm
◆ A “combination” of BFS and Dijkstra.
◆ Does not use exact distances between nodes.
◆ Estimates the distance by using a heuristic.
◆ The heuristic should not overestimate the distance.
Possible heuristics:
◆ Manhattan distance - go straight, no diagonals.
◆ Diagonal distance - go only 45 deg. diagonals.
◆ Euclidean distance - distance in the plane.
23. A* traversal
The A* will visit the heuristically closest nodes to the target.
25. Distance recalculation
Opportunities:
◆ With every nth iteration of the algorithm.
◆ When the processor is idle.
◆ When a unit reaches a waypoint or a corner.
◆ When the “near world” has changed.
Challenges:
◆ Previously computed data is thrown away.
◆ Can be show for large maps.
26. Path splice
Main idea:
◆ Splice the large path into smaller
paths.
◆ Only recalculate one or more of
the smaller paths.
◆ Handle the coordination of
multiple units - see image.
Challenges:
◆ Responds poorly to large changes.
27. Region partition
Main idea:
◆ Partition the map into regions.
◆ Each unit depends of a
specific region.
◆ Propagate a change only
within the region.
Challenges:
◆ Responds badly to large
changes - see image.
28. Obstacle prediction
Main idea:
◆ Incorporate heuristics that
predict how obstacles will move in
the future - see image.
Challenge:
◆ Depending on the game, the move
may be easy, hard, or impossible
to predict.
30. Individual movement
Algorithm:
◆ Find the center of a set of units.
◆ Compute the path from the center
to the target.
◆ Move each individual unit in
parallel, along the path - see
image.
31. Coordinated movement
Algorithm:
◆ Identify a leader among the units.
◆ Compute the path from the leader
to the target.
◆ Move the leader along the path.
◆ Make the other units flock around
the leader unit - see image.