First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
Third chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Learning how to expose class fields and functions to blueprints
- Writing basic Unreal gameplay code, such as spawning actors, accessing components and listening for events
- Getting familiar with gameplay concepts in the context of Unreal, such as damage and collision
Unreal Engine Basics 05 - User InterfaceNick Pruehs
Fifth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding the difference between Unreal’s UI frameworks Slate and UMG
- Learning how to create basic and complex user interfaces in UMG
- Learning how to build a simple main menu
Second chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with the Unreal Level Editor
- Learning how to bind and handle player keyboard and mouse input
- Understanding character movement properties and functions
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
Third chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Learning how to expose class fields and functions to blueprints
- Writing basic Unreal gameplay code, such as spawning actors, accessing components and listening for events
- Getting familiar with gameplay concepts in the context of Unreal, such as damage and collision
Unreal Engine Basics 05 - User InterfaceNick Pruehs
Fifth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding the difference between Unreal’s UI frameworks Slate and UMG
- Learning how to create basic and complex user interfaces in UMG
- Learning how to build a simple main menu
Second chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with the Unreal Level Editor
- Learning how to bind and handle player keyboard and mouse input
- Understanding character movement properties and functions
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
The document provides an overview of the key components and workflow of a 3D game engine rendering pipeline. It discusses topics like the renderer, coordinate systems, culling techniques, and the stages of the graphics processing pipeline including geometry processing, rasterization, lighting and shading. It also compares the differences between a game engine and the actual game content and explains some of the core functionality typically provided by a game engine.
A game engine is a set of software development tools that assist in making games. It includes reusable software components like a renderer, collision detection engine, scripting engine, sound/video engine, animation engine, shading/lighting engine, networking engine, physics engine, artificial intelligence engine, and level editor. Game engines allow for data-driven development to make the process of creating games faster. Common game engine functions include rendering 3D graphics, detecting collisions, playing sound and video, animating objects, implementing physics, and networking.
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This document discusses hierarchical level of detail (HLOD) techniques for improving graphics performance and optimization in large 3D scenes. HLOD allows grouping different 3D objects based on distance from the camera and rendering them as a single batch to reduce draw calls. The document explains how HLOD works, provides examples of baking HLOD trees, and compares the performance and memory usage of HLOD to traditional static batching and level of detail techniques.
This document provides an overview and introduction to resources available for learning Unreal Engine, including documentation, tutorials, sample projects, and troubleshooting guides. It explains the basic framework of Unreal Engine including the roles of common classes like GameInstance, GameMode, Pawn, HUD, PlayerController, PlayerState, and GameState. It also describes some of the free learning content and assets available to download through the Unreal Engine Launcher including tutorials, game samples, and asset packs from popular titles.
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile GamesEpic Games China
This document summarizes a presentation about Unreal Engine 4 for mobile game development. It discusses UE4's mobile rendering pipeline and features for high-end graphics on mobile, including OpenGL ES 3.1, Vulkan and Metal. It provides an overview of the state of the mobile game market and examples of AAA open-world games made with UE4. It also outlines UE4's feature levels for mobile, describes the components of the mobile rendering pipeline, and highlights specific rendering techniques like HDR encoding.
The document discusses various aspects of game design including:
- The process of game design which involves concepts, goals, planning, specifications and coding.
- Important skills for game development like creativity, craft and technique.
- Getting ideas and developing the game concept are important initial steps.
- Game design should provide a good experience for players and keep things simple, unique with real-time interaction.
- Testing and getting feedback is important during the development process.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
The document provides an overview of the Android graphics subsystem and related components:
- It describes the main components of the graphics subsystem including SurfaceFlinger, Window Manager, and Activity Manager.
- It discusses graphics concepts such as surfaces, layers, and composition.
- It provides details on the use of OpenGL and hardware acceleration in Android.
- It summarizes the roles of various graphics libraries and interfaces like Skia, PixelFlinger, and Gralloc.
글로벌을 타겟으로 한 모바일 게임을 제작중인 팀 <쿡앱스>에서 만든 용어정리집 입니다. 게임회사 실무에서 실제로 사용중인 용어들을 직군 단위와(통계,마케팅,기획,그래픽,개발,사운드/영상 등) 중요도로 나누어 정리해 두었습니다.
https://www.cookapps.com/
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This document discusses hierarchical level of detail (HLOD) techniques for improving graphics performance and optimization in large 3D scenes. HLOD allows grouping different 3D objects based on distance from the camera and rendering them as a single batch to reduce draw calls. The document explains how HLOD works, provides examples of baking HLOD trees, and compares the performance and memory usage of HLOD to traditional static batching and level of detail techniques.
This document provides an overview and introduction to resources available for learning Unreal Engine, including documentation, tutorials, sample projects, and troubleshooting guides. It explains the basic framework of Unreal Engine including the roles of common classes like GameInstance, GameMode, Pawn, HUD, PlayerController, PlayerState, and GameState. It also describes some of the free learning content and assets available to download through the Unreal Engine Launcher including tutorials, game samples, and asset packs from popular titles.
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile GamesEpic Games China
This document summarizes a presentation about Unreal Engine 4 for mobile game development. It discusses UE4's mobile rendering pipeline and features for high-end graphics on mobile, including OpenGL ES 3.1, Vulkan and Metal. It provides an overview of the state of the mobile game market and examples of AAA open-world games made with UE4. It also outlines UE4's feature levels for mobile, describes the components of the mobile rendering pipeline, and highlights specific rendering techniques like HDR encoding.
The document discusses various aspects of game design including:
- The process of game design which involves concepts, goals, planning, specifications and coding.
- Important skills for game development like creativity, craft and technique.
- Getting ideas and developing the game concept are important initial steps.
- Game design should provide a good experience for players and keep things simple, unique with real-time interaction.
- Testing and getting feedback is important during the development process.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
The document provides an overview of the Android graphics subsystem and related components:
- It describes the main components of the graphics subsystem including SurfaceFlinger, Window Manager, and Activity Manager.
- It discusses graphics concepts such as surfaces, layers, and composition.
- It provides details on the use of OpenGL and hardware acceleration in Android.
- It summarizes the roles of various graphics libraries and interfaces like Skia, PixelFlinger, and Gralloc.
글로벌을 타겟으로 한 모바일 게임을 제작중인 팀 <쿡앱스>에서 만든 용어정리집 입니다. 게임회사 실무에서 실제로 사용중인 용어들을 직군 단위와(통계,마케팅,기획,그래픽,개발,사운드/영상 등) 중요도로 나누어 정리해 두었습니다.
https://www.cookapps.com/
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document summarizes Christoph Becher's presentation about building games with Unity 3D. The presentation covers setting up an indie game studio, key considerations for teams of all sizes using Unity, and establishing pipelines and processes for managing assets and code across platforms and DLC. It emphasizes keeping projects organized and establishing automated workflows to simplify collaboration and releasing.
This document outlines the game development pipeline, including concept, preproduction, production, and post-production phases. Concept involves defining the genre, audience, and initial ideas. Preproduction consists of learning tools, organizing design documents, prototyping, and refining concepts. Production uses agile sprints to iteratively develop the game. Post-production focuses on quality assurance testing, platform certification, and ongoing support/DLC. The goal is to deliver a fun game through this structured yet flexible process.
The document describes the objectives and requirements for ARENA, a generic infrastructure to support online multiplayer gaming communities. ARENA aims to provide a centralized system to register games, players, organize tournaments and track scores. This will eliminate redundancy across individual game systems. The system must support 10 concurrent tournaments with hundreds of players and spectators. Initial models of ARENA include subsystem decompositions, use case and object models. More details on ARENA can be found on the provided website and case study descriptions in the textbook.
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4Gerke Max Preussner
This document provides an overview of the Unreal Engine, including its directory structure, configuration files, modular design, and project templates. It describes the main directories for code, content, binaries, and more. Configuration is handled through INI files in a hierarchy. The engine uses a modular design to promote reusability, extensibility, and decoupling. Common module types include runtime, editor, plugins, and programs. Project templates help users get started with genres like shooters, side scrollers, and more.
John Comes, CTO, tinyBuild
Navigating the design, technical, and production challenges for doing games on both consoles and PC can be a daunting task. We’ll explore the differences, give examples, and talk about strategies for success.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
Amazon Lumberyard is a free, cross-platform, 3D game engine for you to create the highest-quality games, connect your games to the vast compute and storage of the AWS Cloud, and engage fans on Twitch. Amazon GameLift, a managed service for deploying, operating, and scaling session-based multiplayer games, reduces the time required to build a multiplayer backend from thousands of hours to just minutes. Available for developers using Amazon Lumberyard, Amazon GameLift is built on AWS’s highly available cloud infrastructure and allows you to quickly scale high-performance game servers up and down to meet player demand – without any additional engineering effort or upfront costs.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
The document provides an overview of the PlayStation Vita hardware and software capabilities for developers. It describes the Vita's high resolution screen, quad core processor, and powerful GPU. The document highlights key differentiational aspects like the dual analog sticks, touch screen, cameras, and motion sensors. It also summarizes libraries, tools, and middleware to simplify development, including facial recognition, augmented reality, and location-based services. Graphics are rendered using tile-based deferred rendering to efficiently manage on-chip memory and hidden surface removal.
Introduction to html5 game programming with impact jsLuca Galli
Luca Galli presented an introduction to HTML5 game programming using ImpactJS. ImpactJS is a JavaScript game framework that uses the HTML5 Canvas element to create 2D games that can be played on the web or mobile. Key points discussed include:
- HTML5 allows for cross-platform game development and deployment without plugins or additional costs.
- Using a framework like ImpactJS avoids needing to write boilerplate code from scratch and provides tools to handle issues like asynchronous loading and variable performance across devices.
- ImpactJS uses a module system to organize code and classes to structure objects in a prototypal inheritance model. Core classes cover game loop, entities, backgrounds, collisions and input handling.
-
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...Gerke Max Preussner
This document discusses extensibility in Unreal Engine 4 (UE4) through custom plugins. It explains that plugins allow customizing games and the editor for specific needs not supported out of the box by UE4. Plugins can extend both the engine and editor through C++ code, blueprints, UI customization, and more. The document provides examples of how to build plugins and highlights plugins for VR support, movie playback, and integration with source control software.
BGE is an open-source C++ game engine framework for teaching component-based game development. It uses OpenGL for 3D graphics rendering and libraries like GLEW, GLM, SDL, Bullet and FMOD. Everything in BGE is a component that extends the base GameComponent class. GameComponents can have children components and update/draw in a hierarchy. This allows reusable and flexible game object creation through composition of components rather than inheritance.
Similar to Unreal Engine Basics 01 - Game Framework (20)
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
Forth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with behavior trees in general
- Learning how to set up and use behavior trees in Unreal Engine
- Learning about the very basics of the Unreal Engine navigation system
This document provides an overview of version control systems and how to use Git. It discusses local and centralized version control before focusing on distributed version control with Git. The document then demonstrates how to install Git and SourceTree, create a GitHub account, add and commit files to a repository, pull and push changes, view history and more. It also covers advanced Git topics like branching, merging, and divergent histories.
Designing an actor model game architecture with PonyNick Pruehs
Introduction to Pony, actor model, reference capabilities and making concurrent DirectX games with Pony.
Presented at MVP Fusion #3.
http://mvpfusion.azurewebsites.net/
Scrum - but... Agile Game Development in Small TeamsNick Pruehs
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like the Product Owner, Development Team, and Scrum Master. The Scrum process involves sprints, daily stand-ups, sprint planning and reviews. It also introduces an example game development team called Astro City working with Scrum.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
Game Programming 06 - Automated TestingNick Pruehs
Chapter 6 of the lecture Game Programming taught at HAW Hamburg.
Introduction to unit testing, integration testing, mocking and test-driven development in games.
LF Energy Webinar: Carbon Data Specifications: Mechanisms to Improve Data Acc...DanBrown980551
This LF Energy webinar took place June 20, 2024. It featured:
-Alex Thornton, LF Energy
-Hallie Cramer, Google
-Daniel Roesler, UtilityAPI
-Henry Richardson, WattTime
In response to the urgency and scale required to effectively address climate change, open source solutions offer significant potential for driving innovation and progress. Currently, there is a growing demand for standardization and interoperability in energy data and modeling. Open source standards and specifications within the energy sector can also alleviate challenges associated with data fragmentation, transparency, and accessibility. At the same time, it is crucial to consider privacy and security concerns throughout the development of open source platforms.
This webinar will delve into the motivations behind establishing LF Energy’s Carbon Data Specification Consortium. It will provide an overview of the draft specifications and the ongoing progress made by the respective working groups.
Three primary specifications will be discussed:
-Discovery and client registration, emphasizing transparent processes and secure and private access
-Customer data, centering around customer tariffs, bills, energy usage, and full consumption disclosure
-Power systems data, focusing on grid data, inclusive of transmission and distribution networks, generation, intergrid power flows, and market settlement data
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
"$10 thousand per minute of downtime: architecture, queues, streaming and fin...Fwdays
Direct losses from downtime in 1 minute = $5-$10 thousand dollars. Reputation is priceless.
As part of the talk, we will consider the architectural strategies necessary for the development of highly loaded fintech solutions. We will focus on using queues and streaming to efficiently work and manage large amounts of data in real-time and to minimize latency.
We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
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Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
5. First Things First
• At slideshare.net/npruehs you’ll always find these slides
• At github.com/npruehs you’ll find the source code of this module
• Ask your questions – any time!
• Each lecture will close with
▪ Further reading
▪ An optional assignment
• Contact me any time npruehs@outlook.com
6. Objectives
• Getting familiar with Unreal Engine as a technology, framework and
toolset
• Learning the basics about writing Unreal Engine C++ code
7. What is Unreal Engine?
• State-of-the-art 4th generation industry-leading game engine
• Created by highly skilled developers at Epic Games since 1995
• Huge community
• Completely open-source* and public roadmap
• Immense code base
* except for console platform integration (NDA)
8. What is Unreal Engine?
• Mature asset pipeline and editor
• Powerful animation and motion systems
• Highly performant renderer
• Engine and editor support for visual effects, AI, UI, audio, and more
• Engine-level multiplayer
• Visual scripting
• Desktop, console, mobile, web, TV, XR, streaming platforms
• Configuration, debugging, profiling, test automation
9.
10. UObjects
• Base class for all objects (similar to Java, C#)
• Garbage collection
▪ Don’t worry about memory allocation and deallocation – too much
• Reflection
▪ In C++. It’s black magic.
• Serialization
▪ Reading and writing property values for data objects and levels
• Editor integration
▪ Expose properties and functions to editor windows
11.
12.
13. Actor
• Any object that can be placed in a level
▪ Almost everything in Unreal is an actor
• Translation, rotation, and scale
• Can be spawned (created) and destroyed through gameplay code
• Ticked (updated) by the engine
▪ If you want it to
• Replicates to clients or server
▪ If you want it to
14.
15.
16. Actor Components
• Can be attached to actors to provide additional functionality
• Can tick and replicate as well
• Allow for a very clean, modular gameplay setup through re-usable
components
▪ Basic units in A Year Of Rain had 40 (!) components attached, e.g.
Abilities, Orders, Health, Attack, Name, Cost, Vision, Containable,
DestructionEffects, SpawnAudio, Footprints, MinimapIcon, …
17.
18.
19.
20. Game Mode
• Gameplay rules, e.g.
▪ Which GameState, PlayerController, PlayerState, Pawn to use
▪ Game initialization
▪ Player initialization
▪ Teams
▪ Victory & defeat conditions
• As an Actor, can tick as well
• Server only
21.
22.
23. Game State
• Global data relevant for all players, e.g.
▪ Match duration
▪ Score
• Server & client
24.
25.
26. Pawn
• Base class of all Actors that can be controlled by players or AI
• Physical representation of a player or AI within the world
▪ Location
▪ Visuals
▪ Collision
27.
28.
29. Character
• Special type of Pawn that has the ability to walk around
▪ SkeletalMeshComponent for animations
▪ CapsuleComponent for collision
▪ CharacterMovementComponent for movement
• Can walk, run, jump, fly, and swim
▪ Yes, swim.
▪ Did I mention that the engine has been used for 25 years already?
• Default implementations of networking and input
30.
31.
32.
33.
34. Controller
• Non-physical Actors that can possess a Pawn to control its actions
• One-to-one relationship between Controllers and Pawns
▪ PlayerController handles input by human players to control Pawns
o Create and update UI
o Authorative on (“owned by”) clients
▪ AIController implements the AI for the Pawns they control
o Setup and update behavior trees and blackboards
o Server only
38. What’s with all those prefixes?
UnrealHeaderTool requires the correct prefixes, so it's important to provide
them.
▪ Classes that inherit from UObject are prefixed by U.
▪ Classes that inherit from AActor are prefixed by A.
▪ Enums are prefixed by E (e.g. ENetRole).
▪ Template classes are prefixed by T (e.g. TArray).
▪ Classes that inherit from SWidget are prefixed by S.
▪ Classes that are abstract interfaces are prefixed by I.
▪ Most other classes are prefixed by F.
39. Project Layout
• Binaries. Compiled editor and game binaries.
• Config. Editor and game configuration files.
• Content. All (created and imported) game content (e.g. meshes, maps).
• Intermediate. Intermediate compiler output.
• Saved. Log files and local configuration.
• Source. Game and editor source code.
• .sln. Visual Studio solution file.
• .uproject. Unreal Engine project file.
40. Coding Standard
• You’ll read much more code than you write
▪ Most of the time, not even your own code
• Code conventions allow you to understand new code more quickly
▪ File layout
▪ Naming conventions
▪ Formatting & indentation
▪ Language features
• Cross-platform compatibility
https://docs.unrealengine.com/en-
US/Programming/Development/CodingStandard/index.html
41. C++ Codebase
By convention, put
▪ Header files in a Classes subfolder
▪ Source files in a Private subfolder
This allows for easier #include‘ing from other sources and modules.
I recommend creating C++ subclasses for the engine core game
framework first, as you‘re going to need them anyway.
42. Hint!
After moving or renaming files in your file system,
you can always regenerate your Visual Studio solution
from the context menu of your .uproject file.
43. Hint!
After moving or renaming files in your file system,
you can always regenerate your Visual Studio solution
from the context menu of your .uproject file.
You should also do so after updating from source control,
To make sure not to miss any new files.
44. Hint!
Because of how the UnrealHeaderTool works,
C++ namespace are (mostly) unsupported by Unreal Engine.
45. Hint!
Because of how the UnrealHeaderTool works,
C++ namespace are (mostly) unsupported by Unreal Engine.
By convention, you can append a shorthand of your
project name as prefix for your class names
to avoid naming collisions with existing classes.
46. Unreal Header File Layout
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ASGameMode.generated.h"
UCLASS()
class AWESOMESHOOTER_API AASGameMode : public AGameModeBase
{
GENERATED_BODY()
};
47. #include Statement Order
1. Pre-compiled header of the module
2. Arbitrary headers – but I recommend:
1. Base class header
2. Other engine headers
3. Other module headers
3. Generated header
48. Unreal Engine 4 Macros
• UCLASS indicates the type should be reflected for Unreal’s type system
• AWESOMESHOOTER_API exports the type for other modules (similar to
DLL_EXPORT)
• GENERATED_BODY injects additional functions and typedefs into the
class body
49. Assignment #1 – Setup Development Environment
• Install Visual Studio 2017 with Game Development With C++
• Download the Epic Games Launcher from
https://www.unrealengine.com/en-US/get-now
• Install Unreal Engine 4.23.1, including
▪ Starter Content
▪ Engine Source
▪ Editor symbols for debugging
50. Assignment #1 – Setup Project
• Create a new C++ Basic Code project with starter content
• Create C++ subclasses for the engine core game framework
▪ Character
▪ Game Mode
▪ Game State
▪ Player Controller
▪ Player State
51. References
• Epic Games. Reflections Real-Time Ray Tracing Demo | Project Spotlight | Unreal
Engine. https://www.youtube.com/watch?v=J3ue35ago3Y, March 21, 2018.
• Epic Games. Unreal Engine Features. https://www.unrealengine.com/en-
US/features, February 2020.
• Epic Games. Unreal Engine Gameplay Guide. https://docs.unrealengine.com/en-
US/Gameplay/index.html, February 2020
• Epic Games. Unreal Engine Programming Guide.
https://docs.unrealengine.com/en-US/Programming/index.html, February 2020.
• Epic Games. Unreal Property System (Reflection).
https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection,
February 2020.
52. See you next time!
https://www.slideshare.net/npruehs
https://github.com/npruehs/teaching-
unreal-engine/releases/tag/assignment01
npruehs@outlook.com
53. 5 Minute Review Session
• What is the base class of all Unreal Engine objects?
• What type of object is put in Uneal Engine levels?
• Which part of the game framework is responsible of your game rules?
• What are GameState and PlayerState classes mainly used for?
• How does Unreal Engine abstract Pawns from how they decide to
move?
• Which parts of your header files are essential for the
UnrealHeaderTool and type system to work?