This document discusses using OpenGL and physics engines to create physics-based games. It introduces OpenGL as a 2D and 3D graphics library and physics engines as simulating physical laws to model world changes over time. Connecting OpenGL and physics engines allows drawing 3D objects based on their physical state. Examples are provided of joints, collisions, and callbacks to integrate graphics and physics. Reasons to use and not use physics engines for games are outlined.
Teaching Python to 9 Year Old Girl - map moverCraig Oda
Curriculum to teach 9 year old girl python. It works. This exact lesson has been tested multiple times with a 9 year old girl. It is known to work and was continually refined whenever she encountered a problem. This method is based on a series of repetitive drills and is part of the PyChildren video series. Links to the first three lessons are included at the end of the deck.
Talk from Swiss Python Summit 2016
In this talk several technologies around 3D graphics for Python are presented. A brief introduction to scripting Blender shows the possibilities of creating complex 3D Worlds and games. The second part shows how to create low level 3D applications and how Python is used to create preprocessed 3D worlds for the webbrowser.
Introduction to Steering behaviours for Autonomous AgentsBryan Duggan
Steering behaviours are simple techniques for controlling
goal-directed motion of simulated characters around their world, with
applications in games, animation and robotics.
These behaviours are largely independent of each other and can be combined together to implement actions such as "go from this part of world to another part of the world, avoiding any obstacles that happen to be in the way".
Steering behaviours are used to simulate natural phenomena such as
shoals of fish, flocks of birds and crowd scenes.
Teaching Python to 9 Year Old Girl - map moverCraig Oda
Curriculum to teach 9 year old girl python. It works. This exact lesson has been tested multiple times with a 9 year old girl. It is known to work and was continually refined whenever she encountered a problem. This method is based on a series of repetitive drills and is part of the PyChildren video series. Links to the first three lessons are included at the end of the deck.
Talk from Swiss Python Summit 2016
In this talk several technologies around 3D graphics for Python are presented. A brief introduction to scripting Blender shows the possibilities of creating complex 3D Worlds and games. The second part shows how to create low level 3D applications and how Python is used to create preprocessed 3D worlds for the webbrowser.
Introduction to Steering behaviours for Autonomous AgentsBryan Duggan
Steering behaviours are simple techniques for controlling
goal-directed motion of simulated characters around their world, with
applications in games, animation and robotics.
These behaviours are largely independent of each other and can be combined together to implement actions such as "go from this part of world to another part of the world, avoiding any obstacles that happen to be in the way".
Steering behaviours are used to simulate natural phenomena such as
shoals of fish, flocks of birds and crowd scenes.
Physics Solutions for Innovative Game DesignJohn Wilker
Give your iPhone games a dynamic real-world feel by integrating a physics engine. This session will give an overview of the current physics engines available for iPhone development, discussing the pros and cons of each. We will also discuss how to decide if a physics engine is right for your project or you are better off with custom code. We'll dive into some real world examples with Ragdoll Blaster which uses the Open Dynamics Engine and talk about optimization, debugging and other tips and tricks.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
Killzone Shadow Fall: Threading the Entity Update on PS4jrouwe
On the PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting), so all of our entity logic was running on a single thread. For the PS4 we adopted the "entity as a job" approach and developed a set of rules that entities have to adhere to. We also developed a way to validate these rules at runtime so that no race conditions occur. This presentation will also show how we spread out entity updates across frames. The resulting system has proven itself on the PS4 -- and there have been surprisingly few race conditions that were not easily caught.
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
Physics Solutions for Innovative Game DesignJohn Wilker
Give your iPhone games a dynamic real-world feel by integrating a physics engine. This session will give an overview of the current physics engines available for iPhone development, discussing the pros and cons of each. We will also discuss how to decide if a physics engine is right for your project or you are better off with custom code. We'll dive into some real world examples with Ragdoll Blaster which uses the Open Dynamics Engine and talk about optimization, debugging and other tips and tricks.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
This presentation will detail a dynamic component architecture used in the Resistance franchise to represent aspects of entity and systems' behavior. This component system addresses several weaknesses of the traditional game object model for high-performance gameplay, particularly in multi-threaded or multi-processor environments. Dynamic components are allocated and deallocated on-demand from efficient memory pools, and the system provides a convenient framework for running updates in parallel and on different processors such as SPUs. The system can be layered on top of a traditional game object model, so a codebase can gradually migrate to this new architecture. The presentation will discuss motivations and goals of the system as well as implementation details.
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
Scene Graphs & Component Based Game EnginesBryan Duggan
A presentation I made at the Fermented Poly meetup in Dublin about Scene Graphs & Component Based Game Engines. Lots of examples from my own game engine BGE - where almost everything is a component. Get the code and the course notes here: https://github.com/skooter500/BGE
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
Killzone Shadow Fall: Threading the Entity Update on PS4jrouwe
On the PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting), so all of our entity logic was running on a single thread. For the PS4 we adopted the "entity as a job" approach and developed a set of rules that entities have to adhere to. We also developed a way to validate these rules at runtime so that no race conditions occur. This presentation will also show how we spread out entity updates across frames. The resulting system has proven itself on the PS4 -- and there have been surprisingly few race conditions that were not easily caught.
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
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
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.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
2. Outline
• Introduction to OpenGL
• Introduction to physics engines
• Connecting the two
• A bit more about physics engines
• Tips on writing games
3.
4.
5.
6.
7.
8.
9. What is OpenGL?
• Low-level 2D and 3D graphics library
• Usually hardware accelerated
• Can only draw points, lines, triangles
• But triangles can be textured
• GPUs can evaluate a short program for each vertex or
fragment in a high-level language
32. Linking physical objects with OpenGL
• Draw sprites
• Create physical models corresponding to sprites
• Instantiate objects into physics simulation
Each frame:
• Step time
• Read position + angle of body
• Draw OpenGL quads/sprites at position + angle
36. Collision Callbacks
What happens in game when shapes collide?
Register a callback to take action
• Destroy/change the object
• Create a joint
• Play a sound
38. Joints
• pin joint – bodies attached at a point, can rotate
• prismatic joint – keep bodies aligned, like a piston or
a train on a rail
• distance joint – keep points on the two bodies at the
same distance from one another, like a tow-bar or
crank shaft
• pulley joint – the position of a body along one axis is
linked to the position of another body along another
axis
45. Graphics and Sound
• Cute and colourful is attractive
• Simple shapes and outlines are much easier than
other styles
• Free/CC game art resources available
46.
47. The art of tuning a physics engine
• Tuning magic numbers:
• Forces
• Torques
• Density/Friction/Restitution
• Re-shaping bodies/redrawing sprites
• At which point does a force act?
• Joints/joint limits/joint motors
• Collision groups/filters
48. “To every action there is
always an equal and
opposite reaction: or the
forces of two bodies on each
other are always equal and
are directed in opposite
directions.”
- Archimedes
52. Physics Games
• Intuitive for players
• The game is mastering the physics
• Constrain degrees of freedom to balance
difficulty/reward/punishment
53. Physics Puzzles
Overlapping constraints
• Physical constraints
• Thing in the way
• Thing not in the right place
• How to overcome gravity
• Wrong physical behaviour unless...
• Non-physical constraints
• Player can't breathe underwater
• Only x can pass through this barrier
54. Reasons to use a physics engine
• Tons of maths for free
• Cool effects/cheap animations
• Game world responds to player; player is
empowered/immersed
• Extra layer of complexity/interest for the player
• Intuitive puzzles