Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This assignment brief outlines 3 tasks for students to complete to assess their understanding of games console hardware and software technologies. Task 1 requires students to produce comparison tables of the key features of existing games consoles and mobile gaming devices. Task 2 involves designing specs and concept artwork for an open-source games console, including proposed hardware components and controller design. Task 3 is to create a glossary defining important hardware and software terms used in games technologies and providing examples of their usage. The assignment aims to evaluate students' ability to explain hardware and software technologies for games platforms using appropriate terminology.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
Useful Tools for Making Video Games - fmod (2008)Korhan Bircan
FMOD is audio middleware that provides features for real-time 3D audio and digital sound effects in video games. It supports many platforms and over 20 file formats. Games that use FMOD include Guitar Hero III, BioShock, and Crysis. FMOD can create thousands of simultaneous sounds, handle 3D positioning, and apply effects chains through a C++/C# API. Configuration options include output settings, Doppler scaling, and hardware channel counts.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
Implementation of artificial environment using direct xS.Susant Achary
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft Platform
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This assignment brief outlines 3 tasks for students to complete to assess their understanding of games console hardware and software technologies. Task 1 requires students to produce comparison tables of the key features of existing games consoles and mobile gaming devices. Task 2 involves designing specs and concept artwork for an open-source games console, including proposed hardware components and controller design. Task 3 is to create a glossary defining important hardware and software terms used in games technologies and providing examples of their usage. The assignment aims to evaluate students' ability to explain hardware and software technologies for games platforms using appropriate terminology.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
Useful Tools for Making Video Games - fmod (2008)Korhan Bircan
FMOD is audio middleware that provides features for real-time 3D audio and digital sound effects in video games. It supports many platforms and over 20 file formats. Games that use FMOD include Guitar Hero III, BioShock, and Crysis. FMOD can create thousands of simultaneous sounds, handle 3D positioning, and apply effects chains through a C++/C# API. Configuration options include output settings, Doppler scaling, and hardware channel counts.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
This document discusses operating systems and provides details about Windows. It describes the Start menu, desktop, task bar, icons, and shutdown/restart options in Windows. It also mentions configuring the background, screen saver, appearance, and web options on the desktop. The document then discusses local and wide area networks and networking components like Ethernet, coaxial cable, hubs, switches, and the TCP/IP protocol.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
As the 2011 Christmas Holidays quickly approach we are offering some great gift ideas that you can surprise your family and friends with. Don't forget to click the "LIKE" Button
Mike Bagley has over 15 years of experience as a game software engineer and has brought over 15 games to market across various platforms. He has experience leading teams of up to 10 people with budgets of $1 million. Bagley has worked independently and as a contractor for companies like Electronic Arts and HomeVesting, developing games in engines like Unity and Unreal Engine. He also has experience instructing university courses on game development.
This document provides a synopsis for a mini project to develop an 8-bit space shooting game called "GALACTUS". The game will have three modes - homepage, gameplay, and game over. In gameplay, the player controls a spaceship to shoot at three types of enemies (basic, shooter, boss) while avoiding their bullets. The player has three lives and the goal is to defeat waves of aliens to earn points. The project aims to create an entertaining 8-bit game that can be played on more accessible platforms like mobile and PC using the TIC-80 software, to overcome the expensive hardware requirements of higher-end gaming consoles.
1. The document discusses various operating systems including DOS, Windows, OS/2, and Unix.
2. It describes key aspects of the Windows desktop interface such as the Start menu, task bar, icons, and control panel.
3. It provides an overview of networking concepts like LAN, WAN, Ethernet, and TCP/IP.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
A game engine is the core software that handles various components of a game like graphics, physics, sound, and artificial intelligence. Game engines provide tools and technologies to simplify game development while supporting multiple platforms. Key components of game engines include graphics rendering, physics simulation, sound, scripting, animation, and networking. Game engine architecture typically involves modules for these components that communicate through an application programming interface while abstracting the underlying hardware.
제 5회 DGMIT R&D 컨퍼런스: Sound Module With OperSLEsdgmit2009
This document describes how to create a sound module application for Android using OpenSL ES. It includes sections on OpenSL ES, sound player native methods for creating an audio engine and players, the Android activity for sound playback control, and the application layout. The native methods cover creating an engine, buffer queue audio player, asset audio player, and setting the playing state. The activity loads audio on creation and uses a spinner and buttons to select and play different audio files.
The document describes the main components of a computer system including hardware and software. It discusses the central processing unit, main memory, input/output units, storage devices, and how they work together. It also provides examples of algorithms to calculate averages and use counters in a loop.
Game engine class for year 10
Lesson plan adapted from slideShare
http://tinyurl.com/on5kv5t
Associate Professor David Parsons
Massey University, Auckland, New Zealand
The first arcade game was Galaxy Game in 1971. The most popular gaming consoles are the Sony PlayStation 2 which sold 155 million units globally. The latest Xbox One has an 8-core CPU, 8GB RAM, 500GB storage, and built-in Wi-Fi. Charles Babbage began developing the first automatic computing engine called the Difference Engine in 1822. A top gaming computer features an Intel Core i7 processor, Intel Z77 motherboard, 16GB RAM, 1TB hard drive, and GeForce GTX 670 graphics card. The iPhone 5s has an A7 64-bit chip, dual-core 1.3GHz processor, 16GB storage, 4-inch 640x1136 pixel display,
The Philly Game Jam 2009 was a 48-hour game development competition where teams of 3-10 people worked to build a video game prototype based on an announced theme. The theme was "An age is called Dark, not because the light fails to shine, but because people refuse to see it." Teams used tools like XNA, Flash, or game engines from their companies to develop their games in a shared workspace at the GameX convention, competing for prizes totaling over $25,000. Attendees were free to observe the teams' progress and teams gained some celebrity status through coverage on BaltimoreGamer.com.
The document discusses the basic parts and functions of a computer. It defines a computer as a device that takes in information through input devices, stores this in storage devices, processes it, and outputs the processed information. It provides examples of input devices like keyboards, mice, and microphones. Storage devices are listed as hard disk drives, DVD drives, memory sticks, and memory cards. Output devices mentioned include monitors, speakers, and printers. The document also defines hardware as the physical parts you can touch, like monitors and keyboards, while software refers to programs and the information they use, such as web browsers and games.
Human: Thank you for summarizing the document. You captured the key points effectively in 3 sentences or less
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Task 1b unit 72 computer games - computer games genres - additionalLewis Brierley
Within each genre of games, the document provides a brief definition and example. The genres included are: a) Science Fiction/Adventure - An adventure game set in a fantasy world where the player controls a role, such as a science fiction game involving space but is fictional. b) Racing - Racing games involve vehicles where the goal is to race against other players. c) Football/Sport - Sports games simulate practices of sports like football through video games. d) Survival/Horror - Survival horror games require players to survive threats like violence by defending themselves or running away through dark and scary scenarios.
Task 1b unit 72 computer games - computer games genres - additionalLewis Brierley
An adventure game is a story-driven game set in a fantasy world where the player controls a role, while a science fiction game involves fictional science and space. A racing game requires players to race vehicles against others competitively. A sports game simulates practices like football and basketball. A survival/horror game requires players to survive threats like violence by defending themselves or running away to scare the player. A third-person shooter shoots other people from a third-person perspective, while a first-person shooter looks through the character's eyes. A puzzle game tests the player's knowledge by making them solve challenging problems. A management game requires players to manage resources like money or characters. An educational game is designed to teach people about a
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document provides an overview and agenda for developing Windows Phone 7 apps using XNA. It discusses the XNA framework, game loop, graphics, audio, sensors, and Xbox Live integration. The presentation demonstrates how XNA provides powerful, productive and portable tools for developing games on Windows Phone 7 and leveraging features like Xbox Live.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
This document provides an overview of the Kinect SDK, including hardware requirements, the development environment, image and depth APIs, skeletal tracking, audio processing, speech recognition, and sample applications. It discusses the Kinect sensor's depth sensors, RGB camera, and microphone array, and how to access depth data, skeletal data, and audio streams from the Kinect in code. It also introduces APIs for images, depth data, skeletal tracking, audio, and speech recognition.
This document discusses operating systems and provides details about Windows. It describes the Start menu, desktop, task bar, icons, and shutdown/restart options in Windows. It also mentions configuring the background, screen saver, appearance, and web options on the desktop. The document then discusses local and wide area networks and networking components like Ethernet, coaxial cable, hubs, switches, and the TCP/IP protocol.
This document discusses operating systems and networking concepts. It covers DOS, Windows, OS/2, and Unix operating systems. It then discusses Windows features like the Start menu, desktop, task bar, icons, and shutting down or restarting. The document also covers local area networks (LANs), wide area networks (WANs), Ethernet, Token Ring, switches, and TCP/IP networking protocols.
As the 2011 Christmas Holidays quickly approach we are offering some great gift ideas that you can surprise your family and friends with. Don't forget to click the "LIKE" Button
Mike Bagley has over 15 years of experience as a game software engineer and has brought over 15 games to market across various platforms. He has experience leading teams of up to 10 people with budgets of $1 million. Bagley has worked independently and as a contractor for companies like Electronic Arts and HomeVesting, developing games in engines like Unity and Unreal Engine. He also has experience instructing university courses on game development.
This document provides a synopsis for a mini project to develop an 8-bit space shooting game called "GALACTUS". The game will have three modes - homepage, gameplay, and game over. In gameplay, the player controls a spaceship to shoot at three types of enemies (basic, shooter, boss) while avoiding their bullets. The player has three lives and the goal is to defeat waves of aliens to earn points. The project aims to create an entertaining 8-bit game that can be played on more accessible platforms like mobile and PC using the TIC-80 software, to overcome the expensive hardware requirements of higher-end gaming consoles.
1. The document discusses various operating systems including DOS, Windows, OS/2, and Unix.
2. It describes key aspects of the Windows desktop interface such as the Start menu, task bar, icons, and control panel.
3. It provides an overview of networking concepts like LAN, WAN, Ethernet, and TCP/IP.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
A game engine is the core software that handles various components of a game like graphics, physics, sound, and artificial intelligence. Game engines provide tools and technologies to simplify game development while supporting multiple platforms. Key components of game engines include graphics rendering, physics simulation, sound, scripting, animation, and networking. Game engine architecture typically involves modules for these components that communicate through an application programming interface while abstracting the underlying hardware.
제 5회 DGMIT R&D 컨퍼런스: Sound Module With OperSLEsdgmit2009
This document describes how to create a sound module application for Android using OpenSL ES. It includes sections on OpenSL ES, sound player native methods for creating an audio engine and players, the Android activity for sound playback control, and the application layout. The native methods cover creating an engine, buffer queue audio player, asset audio player, and setting the playing state. The activity loads audio on creation and uses a spinner and buttons to select and play different audio files.
The document describes the main components of a computer system including hardware and software. It discusses the central processing unit, main memory, input/output units, storage devices, and how they work together. It also provides examples of algorithms to calculate averages and use counters in a loop.
Game engine class for year 10
Lesson plan adapted from slideShare
http://tinyurl.com/on5kv5t
Associate Professor David Parsons
Massey University, Auckland, New Zealand
The first arcade game was Galaxy Game in 1971. The most popular gaming consoles are the Sony PlayStation 2 which sold 155 million units globally. The latest Xbox One has an 8-core CPU, 8GB RAM, 500GB storage, and built-in Wi-Fi. Charles Babbage began developing the first automatic computing engine called the Difference Engine in 1822. A top gaming computer features an Intel Core i7 processor, Intel Z77 motherboard, 16GB RAM, 1TB hard drive, and GeForce GTX 670 graphics card. The iPhone 5s has an A7 64-bit chip, dual-core 1.3GHz processor, 16GB storage, 4-inch 640x1136 pixel display,
The Philly Game Jam 2009 was a 48-hour game development competition where teams of 3-10 people worked to build a video game prototype based on an announced theme. The theme was "An age is called Dark, not because the light fails to shine, but because people refuse to see it." Teams used tools like XNA, Flash, or game engines from their companies to develop their games in a shared workspace at the GameX convention, competing for prizes totaling over $25,000. Attendees were free to observe the teams' progress and teams gained some celebrity status through coverage on BaltimoreGamer.com.
The document discusses the basic parts and functions of a computer. It defines a computer as a device that takes in information through input devices, stores this in storage devices, processes it, and outputs the processed information. It provides examples of input devices like keyboards, mice, and microphones. Storage devices are listed as hard disk drives, DVD drives, memory sticks, and memory cards. Output devices mentioned include monitors, speakers, and printers. The document also defines hardware as the physical parts you can touch, like monitors and keyboards, while software refers to programs and the information they use, such as web browsers and games.
Human: Thank you for summarizing the document. You captured the key points effectively in 3 sentences or less
The Xbox 360 is Microsoft's video game console introduced in 2005. It uses a custom IBM multi-core PowerPC processor and ATI graphics card. It has 512MB of RAM and supports up to four wireless controllers. The Xbox 360 introduced Xbox Live for online multiplayer gaming. Later, Kinect was added, using infrared and video cameras to track a user's body movements and voice to control games without a controller. The Xbox One features improvements like an 8-core AMD processor, 8GB of RAM, and enhanced graphics capabilities over the Xbox 360.
Task 1b unit 72 computer games - computer games genres - additionalLewis Brierley
Within each genre of games, the document provides a brief definition and example. The genres included are: a) Science Fiction/Adventure - An adventure game set in a fantasy world where the player controls a role, such as a science fiction game involving space but is fictional. b) Racing - Racing games involve vehicles where the goal is to race against other players. c) Football/Sport - Sports games simulate practices of sports like football through video games. d) Survival/Horror - Survival horror games require players to survive threats like violence by defending themselves or running away through dark and scary scenarios.
Task 1b unit 72 computer games - computer games genres - additionalLewis Brierley
An adventure game is a story-driven game set in a fantasy world where the player controls a role, while a science fiction game involves fictional science and space. A racing game requires players to race vehicles against others competitively. A sports game simulates practices like football and basketball. A survival/horror game requires players to survive threats like violence by defending themselves or running away to scare the player. A third-person shooter shoots other people from a third-person perspective, while a first-person shooter looks through the character's eyes. A puzzle game tests the player's knowledge by making them solve challenging problems. A management game requires players to manage resources like money or characters. An educational game is designed to teach people about a
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document discusses multimedia capabilities in .NET, including System.Drawing for basic 2D graphics, and Managed DirectX for more advanced multimedia. Managed DirectX provides APIs for 3D graphics (Direct3D), input (DirectInput), audio (DirectSound), and other functionality via a managed code wrapper for DirectX. It discusses using these APIs for tasks like playing audio and video files, capturing input, and 3D graphics rendering. Overall, the document provides an overview of multimedia capabilities in .NET via Managed DirectX.
This document provides an overview and agenda for developing Windows Phone 7 apps using XNA. It discusses the XNA framework, game loop, graphics, audio, sensors, and Xbox Live integration. The presentation demonstrates how XNA provides powerful, productive and portable tools for developing games on Windows Phone 7 and leveraging features like Xbox Live.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
This document provides an overview of the Kinect SDK, including hardware requirements, the development environment, image and depth APIs, skeletal tracking, audio processing, speech recognition, and sample applications. It discusses the Kinect sensor's depth sensors, RGB camera, and microphone array, and how to access depth data, skeletal data, and audio streams from the Kinect in code. It also introduces APIs for images, depth data, skeletal tracking, audio, and speech recognition.
This document provides an overview and introduction to developing Windows Phone 7 games using XNA Game Studio 4.0. It discusses the XNA framework, Windows Phone 7 hardware capabilities, the XNA game loop, graphics, audio, touch input, sensors, Xbox Live connectivity, and achieving cross-platform development. The presentation emphasizes that XNA provides a powerful, productive, and portable platform for game development and allows targeting Windows Phone 7, Xbox 360, and Windows with the same codebase. It also highlights the integration of Xbox Live features like achievements, leaderboards, and gamer profiles.
Unity3D is a full 3D engine that supports many platforms and has powerful customization tools. It features a 3D engine, cross-platform support for Windows, Mac, web, iOS, Android, and more. Unity3D uses extensible plug-in architectures and scripting languages like C# for game logic.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
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 document outlines the roles and responsibilities involved in game development, including programmers, artists, sound designers, and project managers. It discusses common tools used in each role like Unity and Photoshop. Salary ranges are provided for artist levels in Myanmar. The development workflow is summarized as scoping the project, creating timelines and task breakdowns, and developing the core mechanics, story, and business logic.
Absolutist: Porting to major platforms within a minuteDevGAMM Conference
What challenges does development to various platforms assume? The speaker will touch upon vital question that every team faces. Is it possible to minimize coding costs and what technologies may help?
This assignment brief outlines three tasks for a Level 3 BTEC National qualification in computer game platforms and technologies. The purpose is to assess understanding of hardware and software technologies for game platforms. For task 1, students must research and compare features of existing game consoles and mobile technologies in two tables. Task 2 requires designing a specification, including concept artwork, for an open source game console. Task 3 involves producing a glossary of key hardware and software terms related to game technologies, with descriptions and examples. The deadline for submission is March 10th.
This document contains a glossary of terms related to video game design. It provides definitions for terms like alpha, beta, demo, gold (in reference to game versions), debugging, automation, collision detection, and others. Each term definition includes a short explanation and link to an online source. For some terms, the document also describes how the term relates to the author's own game production practice, such as releasing different versions to test for bugs.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
Let me tell you in short what this is.
This is a part of my Class Assignment and what you see is a 'PowerPoint Slide Show' of the first three Outcomes from UNIT 20 - 'Computer Game Platform & Technologies'.
Here, at first, I've explained Game Platforms & their types in short and then moved on over to my 2D Platform Game - 'Tales Of Mushroom Land', by considering its Game Platform and the Hardware & Software requirements for the game. I've also showcased some performance tests for my game at the end which I had taken on different systems/machines.
This is about the first three Outcomes - Game Platforms, Hardware & Software.
The second-last slide hosts a reference about 'Outcome 4', which is a video in which I've showcased a playable demo of my game and a bit of support for common errors.
(Of course, the video won't be present over there.)
Now, in order to watch the video for 'Outcome 4' and to get more information and to know what is a 'UNIT', 'Outcomes' - please visit by log - ' phadkeakshay@wordpress.com '.
the name of my blog is - ' The GameBuilder's Inn '.
This document contains a glossary of terms related to video game design. It includes definitions of terms like alpha, beta, demo, debug, vertex shader, pixel shader, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the production practice of video game development. The glossary is intended to help students learn important concepts and terminology in the field of video game design.
9 out of the top 10 Facebook games and the top iOS and Android are powered by Flash. Understand why companies like Rovio, Zynga, Amanita, Gamegoo, Unity, and others choose Flash for their casual and social games. Get inspired by visionary examples of the next generation of cross platform GPU enabled Flash experiences, and learn how to target the desktop, iOS and Android.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s. The document also describes the components and origins of different gaming consoles like the Magnavox Odyssey, Atari 2600, PlayStation 3, and Xbox 360. Mobile gaming is discussed along with popular mobile games and examples of young entrepreneurs developing mobile games. Both advantages like improved skills and disadvantages like aggressive behavior are presented.
This document contains a glossary of terms related to video game design. It includes over 30 terms with short definitions from online sources. For each term, the document provides a short description of how the term relates to the production practice of video games. The glossary covers topics such as game engines, testing, animation, physics, and user interfaces.
Similar to Implementation of Artificial Environment using DirectX (20)
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
Odoo ERP software
Odoo ERP software, a leading open-source software for Enterprise Resource Planning (ERP) and business management, has recently launched its latest version, Odoo 17 Community Edition. This update introduces a range of new features and enhancements designed to streamline business operations and support growth.
The Odoo Community serves as a cost-free edition within the Odoo suite of ERP systems. Tailored to accommodate the standard needs of business operations, it provides a robust platform suitable for organisations of different sizes and business sectors. Within the Odoo Community Edition, users can access a variety of essential features and services essential for managing day-to-day tasks efficiently.
This blog presents a detailed overview of the features available within the Odoo 17 Community edition, and the differences between Odoo 17 community and enterprise editions, aiming to equip you with the necessary information to make an informed decision about its suitability for your business.
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!
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3. Introduction
Microsoft DirectX is a collection of application
programming interfaces (APIs) for handling
tasks related to multimedia, especially game
programming and video, on Microsoft Platform
Some APIs are
o Direct3D
o DirectDraw
o DirectMusic
o DirectPlay
o DirectSound
4. System Requirement
Microsoft Windows .
Microsoft DirectX
Pentium equivalent processor
At least 256 MB of RAM
At least 100MB space
Video graphics and monitor with at
least 800 X 600 resolution
Microsoft Visual Studio 2010.
LUX Image Scanner v1.5
5. Tux Game
Face (Main Character)
Poo (Enemy)
Yellow Ball (Goal)
Blue Ball (Trace Ball)
Pink Ball (Score)
8. Features of Tux
User can use both keyboard and
mouse
Background music is present
User can save and load the game
User can restart the game
User can also see the High Score
Features of Tux
16. Future Enhancement
The presence of several connectivity
options (Bluetooth, WIFI, GPRS, and
CDMA) in cell phones makes it a very
attractive platform for a multiplayer game
Like TUX.
TUX game can be developed in Flash,
Python, etc .
PutPixel function can be replaced bitmap
function so that number of lines in source
code can be reduced.
17. Conclusion
We were successful in creating a
single player version of traditional
Chase game. The computer controlled
intelligent opponents have been
successfully tested in the game is
a unique feature of TUX.