Presenting some of the technical feats that we've been able to achieve while making RoboBlastPlanet and an inside look at the setup we have for creating a game that can run at 60 FPS on mobile platforms as well as on a large number of browsers.
Feathers 3.0 includes improvements to architecture, textures, and fonts. It introduces ImageSkin for multiple texture states, and allows setting different element formats and font styles for various component states. Content scaling is now handled by Starling's contentScaleFactor instead of manual scaling. Other additions include tooltips, text callouts, input methods, and error callouts. The feathers-compat library aids migration, and guides explain changes from Feathers and Starling 2.0.
The document discusses Stage3D and Starling frameworks. It describes how Stage3D allows managing texture memory, vertex and pixel shading, and mesh rendering using OpenGL and DirectX. It also explains that Starling uses a quad batching approach to group quads with the same state for efficient rendering and provides a vertex buffer description to store quad vertex attributes. The document recommends profiling tools for optimizing 3D rendering and references books for further reading.
A preview of Feathers 2.2 and the Feathers SDKJosh Tynjala
This document summarizes a presentation about the upcoming Feathers 2.2 release and the new Feathers SDK. Key points include: Feathers 2.2 will include new layouts, transitions, retina desktop themes, and a media player framework. The Feathers SDK will allow using Feathers components in MXML, with features like binding, inline components, and an Application subclass that starts Starling. Some limitations are Flash Builder project generation and IDE support, but future plans include improving this.
How Introvert Studios uses Adobe AIR to develop games for iOS and Android.
Focusing around there latest title, Lambi, we explore some of the tips/techniques around it's development.
This document discusses techniques for batching and rendering 2D quads efficiently on mobile using vertex and fragment shaders. It explains how to collect quads with the same state into one draw call, pack vertex data into buffers, and process the data in shaders using constants from the GPU. The techniques aim to batch up to 31 quads into one draw call. Real-world tests show performance improvements. It also provides suggestions for batching spine animations and links to related resources.
The document discusses principles for building a project from scratch using Git, IntelliJ IDEA, and Apache Flex. It recommends following principles like single responsibility and loose coupling. It describes setting up complicated parts like the visualization and resource loading systems. It provides code examples for configuring resource loading and continuous integration using Jenkins and GradleFX. It recommends structuring the project with modules for each feature and using patterns like MVVM or Model-View+Skin. Finally, it lists some basic server components that are usually enough for most projects.
Unleash 3D rendering with WebGL and Microsoft EdgeDavid Catuhe
This document provides an overview and introduction to WebGL and Babylon.js for 3D rendering on the web. It discusses how WebGL requires handling all rendering aspects directly, while Babylon.js abstracts this through a scene graph and handles rendering with one line of code. It then demonstrates a basic "hello world" example in both WebGL and Babylon.js. The document also lists many features supported by Babylon.js, such as colliders, physics, animations, particles, textures, cameras and more for building 3D games and scenes on the web.
Feathers 3.0 includes improvements to architecture, textures, and fonts. It introduces ImageSkin for multiple texture states, and allows setting different element formats and font styles for various component states. Content scaling is now handled by Starling's contentScaleFactor instead of manual scaling. Other additions include tooltips, text callouts, input methods, and error callouts. The feathers-compat library aids migration, and guides explain changes from Feathers and Starling 2.0.
The document discusses Stage3D and Starling frameworks. It describes how Stage3D allows managing texture memory, vertex and pixel shading, and mesh rendering using OpenGL and DirectX. It also explains that Starling uses a quad batching approach to group quads with the same state for efficient rendering and provides a vertex buffer description to store quad vertex attributes. The document recommends profiling tools for optimizing 3D rendering and references books for further reading.
A preview of Feathers 2.2 and the Feathers SDKJosh Tynjala
This document summarizes a presentation about the upcoming Feathers 2.2 release and the new Feathers SDK. Key points include: Feathers 2.2 will include new layouts, transitions, retina desktop themes, and a media player framework. The Feathers SDK will allow using Feathers components in MXML, with features like binding, inline components, and an Application subclass that starts Starling. Some limitations are Flash Builder project generation and IDE support, but future plans include improving this.
How Introvert Studios uses Adobe AIR to develop games for iOS and Android.
Focusing around there latest title, Lambi, we explore some of the tips/techniques around it's development.
This document discusses techniques for batching and rendering 2D quads efficiently on mobile using vertex and fragment shaders. It explains how to collect quads with the same state into one draw call, pack vertex data into buffers, and process the data in shaders using constants from the GPU. The techniques aim to batch up to 31 quads into one draw call. Real-world tests show performance improvements. It also provides suggestions for batching spine animations and links to related resources.
The document discusses principles for building a project from scratch using Git, IntelliJ IDEA, and Apache Flex. It recommends following principles like single responsibility and loose coupling. It describes setting up complicated parts like the visualization and resource loading systems. It provides code examples for configuring resource loading and continuous integration using Jenkins and GradleFX. It recommends structuring the project with modules for each feature and using patterns like MVVM or Model-View+Skin. Finally, it lists some basic server components that are usually enough for most projects.
Unleash 3D rendering with WebGL and Microsoft EdgeDavid Catuhe
This document provides an overview and introduction to WebGL and Babylon.js for 3D rendering on the web. It discusses how WebGL requires handling all rendering aspects directly, while Babylon.js abstracts this through a scene graph and handles rendering with one line of code. It then demonstrates a basic "hello world" example in both WebGL and Babylon.js. The document also lists many features supported by Babylon.js, such as colliders, physics, animations, particles, textures, cameras and more for building 3D games and scenes on the web.
WebVR, not just Holograms in the web but powerful platformWindows Developer
We'll build a game with WebVR then bring it across multiple different platforms with Progressive Web Applications. We'll show how to be able to have import assets, use controllers, and even show how the code is portable across all VR devices.
Achieving Scale with HoloLens and BIM: Designing for interactions with large ...Windows Developer
The adoption of Building Information Modeling (BIM) has led to an explosion of 3D model content. These models are highly detailed virtual versions of buildings, infrastructure, and machines used to (pre) construct the built environment. The challenge with such models and mixed reality is how to get such content to the HoloLens and also support interactions with the data. Loading the models to the devise is not practical, so we are exploring streaming stereoscopic frames to the HoloLens over Wi-Fi. The models are running on Azure-Hosted GPU infrastructure that is best suited for these large datasets. The presentation will show our various prototypes, our latest working solution, lessons learned, and where we are headed next.
HTML5DevConf - Unleash the power of 3D with babylon.jsDavid Catuhe
Babylon.js is an open source JavaScript framework for building 3D graphics and games in a web browser. It has over 32 contributors and supports features such as 3D scenes, lighting, cameras, materials, meshes, animations, particles, and textures. Developers can get started with Babylon.js by including a single script tag and creating a basic scene with meshes, cameras, and lights in just a few lines of code. The framework also supports 3D asset import/export, input handling, collisions and physics, and building universal Windows apps.
Creating a third-person zombie horde shooter using DOTS – Unite CopenhagenUnity Technologies
Far North Entertainment is working on a third-person zombie horde shooter using the Data-Oriented Technology Stack (DOTS), which has brought great performance improvements and influenced the development team's mindset to be more data-oriented in general. At Unite Copenhagen, this beginner- to intermediate-level session explained why DOTS is able to process data much faster by examining two specific implementations within the game. The talk also gave an example of how DOTS can be implemented as part of an otherwise traditional Unity application.
Speaker: Simon Eliasson – Far North Entertainment
Watch the session on YouTube: https://youtu.be/yTGhg905SCs
This document provides an overview and lessons learned from real world projects using Adobe AIR and the Starling framework for mobile development. It discusses how AIR allows for faster development across iOS and Android using existing AS3 skills. The state of the AIR ecosystem in 2013 is examined, highlighting mature libraries like Starling, Feathers and Away3D. Tips are provided around tool selection, common issues like touch handling and textures, and best practices for composition, layout and deployment. Real examples demonstrate list rendering and scrolling techniques. Resources for continuing education with Starling are also listed.
Unleash 3D games with Babylon.js - JSConf 2014 talkDavid Catuhe
Babylon.js is an open-source project built with simplicity in mind in order to help web developers creating 3D games. During this session, you will discover how simple it can be to play with 3D without having to deal with WebGL plumbing!
Presentation on MMOG architecture given to several app development groups interested in moving into the game design world. Much of this content was inspired by t-machine.org.
Microsoft Xbox Cloud Gaming, formerly known as Project xCloud, allows users to stream and play Xbox games to various compatible devices over the internet without needing an Xbox console. The games are hosted on custom Xbox Series X hardware located at remote servers around the world. This allows users to access their library of games from any device as long as they have an internet connection. However, limitations include bandwidth constraints, latency issues, and data usage. While cloud gaming is a new concept, it is growing rapidly and may eliminate hardware limitations in the future as the technology continues to improve.
Memilih karir sebagai developer adalah hal yang tepat untuk saat ini. Namun banyaknya pilihan terkadang bisa membuat kita bimbang. Apa saja pilihan yang kita punya? Slide presentasi berikut memaparkan beberapa diantaranya.
CocosSharp is an open source, cross-platform library for building 2D games using MonoGame. It is built on Cocos2D, Cocos2D-x, and Cocos2D-XNA. CocosSharp provides features like scenes, layers, sprites, actions, particle systems, audio, and physics to build games. It handles application lifecycle events through CCApplicationDelegate and uses a visual tree/scene graph of CCScene > CCLayer > CCSprite/CCSpriteBatch to organize content.
This document provides an overview of the Microsoft Azure AI Conference that took place in December 2018 in Las Vegas. The conference included keynotes on new Azure and AI technologies, as well as sessions covering topics such as developing with Azure and AI, data analytics, machine learning, quantum computing, and more. Speakers included Microsoft employees and partners.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
Creating 3D Worlds with WebGL and Babylon.js - Codemotion.esdavrous
We'll see in this session how to create 3D HTML5 WebGL games for the desktop & mobile web. For that, I’ll show you our open-source Babylon.JS WebGL gaming engine available on GitHub. It has been recently used by Ubisoft for the Assassin’s Creed Pirates web experience. We’ll see how to cover the complete gaming pipeline from the 3D assets created & exported from Blender/3DS Max/Maya to BabylonJS, the various camera's types (touch, virtual joysticks, gamepad, etc.), the usage of the embedded physic engine. At last, of course, how to implement the game logic in JavaScript. We'll build a simple game to better understand how to use this free engine.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
de:code 2018 was Microsoft Japan's annual conference for developers held on May 22-23, 2018 in Tokyo. The conference covered topics like Azure, AI, mobile, IoT, and focused on themes of ubiquitous computing, cross-platform development, and machine learning. Keynotes demonstrated new Azure capabilities like Event Grid, IoT Edge, and customizing Cognitive Services for tasks like visual search and image classification. Sessions also covered tools like Visual Studio, Azure Kubernetes Service, and Azure Data Bricks for big data analytics on Spark. The latest trends in machine learning presented were addressing bias in data and models, and meta learning to learn how to learn more efficiently.
An updated version of the 2008 talk which includes social networking tools, servers, and casual game middleware. Also a lot of comparisons between computer science constructs and world religion.
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
WebVR, not just Holograms in the web but powerful platformWindows Developer
We'll build a game with WebVR then bring it across multiple different platforms with Progressive Web Applications. We'll show how to be able to have import assets, use controllers, and even show how the code is portable across all VR devices.
Achieving Scale with HoloLens and BIM: Designing for interactions with large ...Windows Developer
The adoption of Building Information Modeling (BIM) has led to an explosion of 3D model content. These models are highly detailed virtual versions of buildings, infrastructure, and machines used to (pre) construct the built environment. The challenge with such models and mixed reality is how to get such content to the HoloLens and also support interactions with the data. Loading the models to the devise is not practical, so we are exploring streaming stereoscopic frames to the HoloLens over Wi-Fi. The models are running on Azure-Hosted GPU infrastructure that is best suited for these large datasets. The presentation will show our various prototypes, our latest working solution, lessons learned, and where we are headed next.
HTML5DevConf - Unleash the power of 3D with babylon.jsDavid Catuhe
Babylon.js is an open source JavaScript framework for building 3D graphics and games in a web browser. It has over 32 contributors and supports features such as 3D scenes, lighting, cameras, materials, meshes, animations, particles, and textures. Developers can get started with Babylon.js by including a single script tag and creating a basic scene with meshes, cameras, and lights in just a few lines of code. The framework also supports 3D asset import/export, input handling, collisions and physics, and building universal Windows apps.
Creating a third-person zombie horde shooter using DOTS – Unite CopenhagenUnity Technologies
Far North Entertainment is working on a third-person zombie horde shooter using the Data-Oriented Technology Stack (DOTS), which has brought great performance improvements and influenced the development team's mindset to be more data-oriented in general. At Unite Copenhagen, this beginner- to intermediate-level session explained why DOTS is able to process data much faster by examining two specific implementations within the game. The talk also gave an example of how DOTS can be implemented as part of an otherwise traditional Unity application.
Speaker: Simon Eliasson – Far North Entertainment
Watch the session on YouTube: https://youtu.be/yTGhg905SCs
This document provides an overview and lessons learned from real world projects using Adobe AIR and the Starling framework for mobile development. It discusses how AIR allows for faster development across iOS and Android using existing AS3 skills. The state of the AIR ecosystem in 2013 is examined, highlighting mature libraries like Starling, Feathers and Away3D. Tips are provided around tool selection, common issues like touch handling and textures, and best practices for composition, layout and deployment. Real examples demonstrate list rendering and scrolling techniques. Resources for continuing education with Starling are also listed.
Unleash 3D games with Babylon.js - JSConf 2014 talkDavid Catuhe
Babylon.js is an open-source project built with simplicity in mind in order to help web developers creating 3D games. During this session, you will discover how simple it can be to play with 3D without having to deal with WebGL plumbing!
Presentation on MMOG architecture given to several app development groups interested in moving into the game design world. Much of this content was inspired by t-machine.org.
Microsoft Xbox Cloud Gaming, formerly known as Project xCloud, allows users to stream and play Xbox games to various compatible devices over the internet without needing an Xbox console. The games are hosted on custom Xbox Series X hardware located at remote servers around the world. This allows users to access their library of games from any device as long as they have an internet connection. However, limitations include bandwidth constraints, latency issues, and data usage. While cloud gaming is a new concept, it is growing rapidly and may eliminate hardware limitations in the future as the technology continues to improve.
Memilih karir sebagai developer adalah hal yang tepat untuk saat ini. Namun banyaknya pilihan terkadang bisa membuat kita bimbang. Apa saja pilihan yang kita punya? Slide presentasi berikut memaparkan beberapa diantaranya.
CocosSharp is an open source, cross-platform library for building 2D games using MonoGame. It is built on Cocos2D, Cocos2D-x, and Cocos2D-XNA. CocosSharp provides features like scenes, layers, sprites, actions, particle systems, audio, and physics to build games. It handles application lifecycle events through CCApplicationDelegate and uses a visual tree/scene graph of CCScene > CCLayer > CCSprite/CCSpriteBatch to organize content.
This document provides an overview of the Microsoft Azure AI Conference that took place in December 2018 in Las Vegas. The conference included keynotes on new Azure and AI technologies, as well as sessions covering topics such as developing with Azure and AI, data analytics, machine learning, quantum computing, and more. Speakers included Microsoft employees and partners.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
Creating 3D Worlds with WebGL and Babylon.js - Codemotion.esdavrous
We'll see in this session how to create 3D HTML5 WebGL games for the desktop & mobile web. For that, I’ll show you our open-source Babylon.JS WebGL gaming engine available on GitHub. It has been recently used by Ubisoft for the Assassin’s Creed Pirates web experience. We’ll see how to cover the complete gaming pipeline from the 3D assets created & exported from Blender/3DS Max/Maya to BabylonJS, the various camera's types (touch, virtual joysticks, gamepad, etc.), the usage of the embedded physic engine. At last, of course, how to implement the game logic in JavaScript. We'll build a simple game to better understand how to use this free engine.
Game engines control the presentation of a game world by managing geometry, textures, 3D sound, physics simulation, artificial intelligence, network traffic, and other elements. A game engine converts 3D models into 2D images using an image generator. Modern image generators use parallel processing and pipelining across multiple graphics processing units to render complex 3D scenes in real-time with high resolution and frame rates. Key performance aspects of image generators include caching, update rates, levels of detail, antialiasing, blend zones, and polygonal capacity.
de:code 2018 was Microsoft Japan's annual conference for developers held on May 22-23, 2018 in Tokyo. The conference covered topics like Azure, AI, mobile, IoT, and focused on themes of ubiquitous computing, cross-platform development, and machine learning. Keynotes demonstrated new Azure capabilities like Event Grid, IoT Edge, and customizing Cognitive Services for tasks like visual search and image classification. Sessions also covered tools like Visual Studio, Azure Kubernetes Service, and Azure Data Bricks for big data analytics on Spark. The latest trends in machine learning presented were addressing bias in data and models, and meta learning to learn how to learn more efficiently.
An updated version of the 2008 talk which includes social networking tools, servers, and casual game middleware. Also a lot of comparisons between computer science constructs and world religion.
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
Luc Beaulieu and Jean-Philipe Auclair from Frima Studio share their experience working with Adobe's new Molehill API's in making their new game "Zombie Tycoon".
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
JS Fest 2019. Денис Радин. AAA 3D графика в Web с ReactJS, BabylonJS и Unity3DJSFestUA
Создать фотореалистичное 3D приложение для Web не просто. Сделать это с React еще сложнее, но окупается с лихвой если вы все таки справились. Этот доклад о том как Evolution Gaming использует WebGL и ReactJS для создания самого сложного и дорогого WebGL приложения из когда либо разработанных.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
BitSquid Tech: Benefits of a data-driven renderertobias_persson
BitSquid Tech is a data-driven game engine developed by BitSquid that aims to provide flexibility and fast iteration. Key aspects include supporting hot-reloading of content, utilizing multi-core processors, and having multiple specialized tools instead of a single large editor. The data-driven renderer uses a JSON configuration file to define the entire rendering pipeline, including resources, layers, and resource generators for post-processing, allowing the pipeline to vary dramatically between projects or hardware while remaining high-level and hot-reloadable. This provides significant benefits for flexibility, experimentation, and scaling to different hardware.
Slides from Massively Fun's talk at the August JavaScript Game Development meetup in Seattle. In it we discuss our new title, Catan World, as well as our new HTML5 MMO game engine, Churchill.
This document discusses Adobe's gaming tools and frameworks for cross-platform game development, both currently and looking ahead. It outlines some key frameworks like Starling and Away3D that are integrated into the Adobe Gaming SDK to support 2D and 3D game development. It also mentions upcoming updates to the SDK and frameworks as well as tools for profiling and debugging games across platforms. The document advocates using Adobe's tools to build games now with technologies like Flash and AIR, while preparing for HTML5 game development in the future.
This document discusses developing augmented reality (AR) and virtual reality (VR) applications using React Native. It provides an overview of AR and VR history and technologies. It then discusses using the Viro React library to build cross-platform AR, VR, and XR applications in React Native. It covers components for 3D objects, lighting, and particle effects. Examples are provided for basic component layout and using 3D models, lighting, and particle effects in a Viro application. Considerations for when to use Viro React are discussed.
Develop Store Apps with Kinect for Windows v2Clemente Giorio
Agenda:
Intro
The Sensor
Data Source
Kinect Evolution
Data Source
Windows Store App
Body Frame
Coordinate Mapper
Kinect Studio
Gesture Recognition
Gesture Builder
This document provides an overview of developing store apps with Kinect for Windows v2. It introduces the Kinect sensor and how to access Kinect data sources and frames in a store app. It also summarizes the Kinect Studio tool for recording and building gestures using machine learning techniques.
Getting The Most Out of VR | Sinjin BainJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality and Augmented (or Mixed) Reality have unique and distinct capabilities from other interactive platforms that require new approaches to development and content creation and management. We will explore some innovative approaches to runtime performance, collaborative development, data and live operations to get the most out of your games in development.
This document discusses Adobe's focus on gaming and provides an overview of their gaming tools and initiatives. It highlights that gaming is a huge industry, with the biggest platforms being browser and mobile. It promotes Adobe's gaming SDK, frameworks like Starling and Away3D, and tools like Adobe Scout and FlasCC for bringing C/C++ games to the browser. It also mentions standards-based tools like CreateJS. The document encourages developers to use Adobe's free and open-source tools to build high-performance games across platforms.
Michael will present what can Flash developers can do today, the strengths of the Flash platform and its roadmap. As the co-creator of the game “Smart Aliens”, available on iOS and developed with Starling, he will share his thoughts on the current Flash workflow and its future. He will also unveil the last features of the tools for game developers, such as Flash Pro and Adobe Scout, talk about the new inclusions in the Gaming SDK and share the roadmap of the runtimes. He will come back on several announcements made at Adobe MAX (first week of May in Los Angeles), and explain how Adobe developers can move to the Creative Cloud.
This document provides resources and information about Minko SDKs. It lists various resources available for Minko, including documentation, forums, code samples, and more. It then describes the Community SDK as being free and open source, while the Professional SDK offers advanced features. The document goes on to cover scripting with Minko, using controllers and scripts to add interactivity. It also discusses using shaders with Minko's ActionScript shader language. Finally, it mentions the WYSIWYG scene editor for building scenes and importing file formats.
Sprite.js is a framework for creating animations and games using sprites that works across desktop and mobile browsers. Crafty.js is a lightweight modular game engine that includes components like animation, collision detection, and sprites. Sprite.js focuses on animation but lacks some features, while Crafty.js is a full-featured engine that lacks physics support. Both support 2D, parallel and isometric views but Crafty.js has more features and support for audio and multiple graphics.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
mloc.js 2014 - JavaScript and the browser as a platform for game developmentDavid Galeano
JavaScript and the browser can be a viable platform for game development, as demonstrated by games like Polycraft and a Quake 4 demo ported to JavaScript. However, to reach the level of native applications, improvements are needed in areas like memory usage, parallelism, and floating point performance. Specifically, typed objects could help memory usage, a task-based parallelism API could improve multi-core support, and SIMD and single-precision floats could enhance performance of common game operations like vectors and matrices.
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.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
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van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
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TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
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20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
3. Agenda
Project intro
Development Tools
Conditional Compilation restrictions
Target frame rate
Cross Platform Multiplayer via
SmartFox Server
Scout usage
Weekly content releases
Leaderboards and Reddis
Part 2
4. Project Intro
Make a game that runs on iPhone, Android &
Web
Minecraft like building style, for avatars and
levels
Real time multiplayer
Social Network, integration with
MovieStarPlanet
6. Conditional compilation restrictions
Helps to keep code clean
Have as few compiler flags as possible (3)
Use of inheritance for device specific code (iOS, Android, Web)
Input works like this
7. Target Frame Rate
60 FPS from the start
“Premature Optimization is the root of all evil” -Donald Knuth
Starting at 60 FPS with no content means every change that drops the framerate gets noticed quickly and
considered more thoroughly before being merged into main branch
8. Network communication code abstraction,
lets us focus on the gameplay server side
TCP & UDP messages only (Web and
Mobile)
Keep packets as small as possible
Amazon Web Services (AWS) for Server
up & down scaling
Cross Platform Multiplayer via
SmartFox Server
11. Weekly Content Releases
Release new content every week for player engagement
We’ve had 40 content releases so far (every Thursday!)
12. Leaderboards and Reddis
Wanted to have cross platform leaderboards
Database access for live data is slow
Real time updates (every time you reload the
leaderboard)
Reddis backend
Estimated 16 gameplay hours to get 1 million blast points!
14. Agenda
Hot reloading of assets (UI & Flare)
JSONSprite
Reuse Flare Materials
Debug Panel and cheats
GameObject/Behavior
Image C
AS3 optimizations
Signals only
Compressed Int
Context Lost
Sharing of render targets
Mesh batching
20. ImageC file format
Preprocessed image
Pros:
No Loader instance needed (No extra allocations)
No decoding
Works in all devices
Cons:
Bigger size (20% larger than a PNG in the worst case)
21. AS3 Optimizations
Optimized Loops
No Array/Vector push calls
No splice if the Player version allow us (RemoveAt() or custom splice)
Object Pooling
Single EnterFrame
22. Custom Signals
Based on Robert Penner’s as3Signals we created a simplified version of that
concept.
Pros:
No Events
No allocations
Callbacks are faster
Cons:
Non typed
23. Compressed int
We needed to store a massive amount of values related to voxels data.
The smallest data type that we could use was int.
This data structure handles multiple values inside one int to reduce the amount of
memory usage.
Example: 1000 ints between 0 and 256
Vector.<int> = 4004 bytes
Compressed int = 1004 bytes;
24. Context Lost
By default Starling keeps a reference to the BitmapData that we are using to be
able to re-upload it when the context is gone.
Instead of doing this we went for the reload everything approach.
We don’t have any bitmapdata cached in ram.
25. Flare & Starling sharing textures
We needed to show a 3d mesh inside the UI without hacking the entire universe.
Create a FlareTexture that we use as a render target and share the native texture with a StarlingTexture
so we can display the same content in the UI without adding additional agents in the middle.
26. Mesh Batching
Basically we reuse the same surface/mesh data to render it in multiple places at the same time in one
draw call.
All the meshes can move, rotate, scale or change color.
This concept was included a few releases later directly in Flare3D.