This document discusses various computer game platforms and technologies. It covers handheld devices, how they work and have evolved over time to include improved capabilities. Mobile phones are highlighted as a major handheld platform that started with simple games like Snake and Tetris but now supports advanced titles like Call of Duty. It also discusses how games can be played on televisions through cable/satellite providers or plug-and-play consoles, with these options providing casual games for audiences of all ages at low cost. Limitations of mobile and television games are shorter length and size compared to console and PC games.
The document describes the E-Ball concept PC, a spherical computer that is the smallest design compared to laptops and desktops. It contains all traditional computer components like a keyboard, mouse, large screen display, and DVD drive within a 6-inch diameter sphere. The E-Ball opens by pressing buttons on both sides and projects its screen using an LCD projector. It has features like a virtual laser keyboard, optical mouse, 2GB RAM, and 350-500GB hard drive. Advantages include portability and efficiency, while disadvantages are high cost and inability to run normal operating systems.
The document describes the E-ball technology, which is a spherical personal computer that is the smallest PC design. It has a diameter of 160mm and contains components like a motherboard, hard drive, wireless keyboard and mouse, speakers, and an LCD projector to display the screen on walls or paper. The E-ball works by projecting a virtual keyboard onto any flat surface using infrared sensors to detect key presses. It allows users to access all standard PC functions in a highly portable device.
The E-Ball is a spherical computer that is the smallest PC ever made, with a diameter of only 6 inches. It contains features of a traditional computer like a motherboard, hard drive, wireless keyboard and mouse, LCD projector, and speakers. The virtual keyboard is projected onto any flat surface using infrared sensors to detect keystrokes. While innovative, the E-Ball has high production costs and operating systems may have trouble running on its unique design.
This document defines common computer terms including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. A monitor displays computer-generated images, a CPU is the central processing unit, a mouse controls the cursor, headphones are used for listening, a printer outputs computer data, a projector displays images, a keyboard is used for typing, a microphone converts sounds, and a laptop is a portable computer.
This game is a fan-made version of the indie horror game "Slender" that shares the same gameplay elements of collecting 8 pages while avoiding the enemy. It is not meant to copy Slender but provide fans an opportunity to face their fears on a new map with the same core gameplay. The game has gone through several updates and versions to improve performance, fix bugs, tweak the enemy AI and balance sprinting. It credits the original creators of Slender and those who contributed assets to the fan game.
This document defines common computer terms in short phrases, including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. The monitor is the computer display device, the CPU is the main part of the computer, the mouse is the computer controlling device, headphones are a pair of listening devices, the printer is a machine for printing, the projector is equipment for projecting film, the keyboard is a set of keys for operating a computer, the microphone is used for recording sounds, and a laptop is a small portable computer.
The document describes an "E-Ball", a spherical computer around 6 inches in diameter. It contains components like a wireless optical mouse, laser keyboard, LCD projector, motherboard, hard drive, RAM, speakers, processor, networking cards, and webcam. It projects a virtual keyboard and mouse onto any flat surface using sensor technology. The E-Ball has advantages like portability and large storage, and can be used for presentations, movies, music and chatting. However, it requires specialized software and is very expensive. In conclusion, the E-Ball represents new frontiers in portable computing technology.
This document discusses various computer game platforms and technologies. It covers handheld devices, how they work and have evolved over time to include improved capabilities. Mobile phones are highlighted as a major handheld platform that started with simple games like Snake and Tetris but now supports advanced titles like Call of Duty. It also discusses how games can be played on televisions through cable/satellite providers or plug-and-play consoles, with these options providing casual games for audiences of all ages at low cost. Limitations of mobile and television games are shorter length and size compared to console and PC games.
The document describes the E-Ball concept PC, a spherical computer that is the smallest design compared to laptops and desktops. It contains all traditional computer components like a keyboard, mouse, large screen display, and DVD drive within a 6-inch diameter sphere. The E-Ball opens by pressing buttons on both sides and projects its screen using an LCD projector. It has features like a virtual laser keyboard, optical mouse, 2GB RAM, and 350-500GB hard drive. Advantages include portability and efficiency, while disadvantages are high cost and inability to run normal operating systems.
The document describes the E-ball technology, which is a spherical personal computer that is the smallest PC design. It has a diameter of 160mm and contains components like a motherboard, hard drive, wireless keyboard and mouse, speakers, and an LCD projector to display the screen on walls or paper. The E-ball works by projecting a virtual keyboard onto any flat surface using infrared sensors to detect key presses. It allows users to access all standard PC functions in a highly portable device.
The E-Ball is a spherical computer that is the smallest PC ever made, with a diameter of only 6 inches. It contains features of a traditional computer like a motherboard, hard drive, wireless keyboard and mouse, LCD projector, and speakers. The virtual keyboard is projected onto any flat surface using infrared sensors to detect keystrokes. While innovative, the E-Ball has high production costs and operating systems may have trouble running on its unique design.
This document defines common computer terms including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. A monitor displays computer-generated images, a CPU is the central processing unit, a mouse controls the cursor, headphones are used for listening, a printer outputs computer data, a projector displays images, a keyboard is used for typing, a microphone converts sounds, and a laptop is a portable computer.
This game is a fan-made version of the indie horror game "Slender" that shares the same gameplay elements of collecting 8 pages while avoiding the enemy. It is not meant to copy Slender but provide fans an opportunity to face their fears on a new map with the same core gameplay. The game has gone through several updates and versions to improve performance, fix bugs, tweak the enemy AI and balance sprinting. It credits the original creators of Slender and those who contributed assets to the fan game.
This document defines common computer terms in short phrases, including monitor, CPU, mouse, headphones, printer, projector, keyboard, microphone, and laptop. The monitor is the computer display device, the CPU is the main part of the computer, the mouse is the computer controlling device, headphones are a pair of listening devices, the printer is a machine for printing, the projector is equipment for projecting film, the keyboard is a set of keys for operating a computer, the microphone is used for recording sounds, and a laptop is a small portable computer.
The document describes an "E-Ball", a spherical computer around 6 inches in diameter. It contains components like a wireless optical mouse, laser keyboard, LCD projector, motherboard, hard drive, RAM, speakers, processor, networking cards, and webcam. It projects a virtual keyboard and mouse onto any flat surface using sensor technology. The E-Ball has advantages like portability and large storage, and can be used for presentations, movies, music and chatting. However, it requires specialized software and is very expensive. In conclusion, the E-Ball represents new frontiers in portable computing technology.
The document describes Adam Bailey's proposed design for the Ninento PlayBox video game console. Some key details include:
- An Intel Core i5 processor and dual Sapphire R7 240 graphics cards to provide processing power for games at a budget price point.
- A 2TB internal hard drive for game and media storage. Compatibility with Blu-Ray discs, DVDs, and CDs.
- A controller similar to the Xbox controller but with improved grips, a touch screen, and motion sensing. It can be used wired or wirelessly.
- The console will have WiFi and Ethernet connectivity for online play. It will run a customizable Android operating system.
- Market
This document defines common computer terms in simple language. It explains that a monitor displays computer-generated images, a CPU is the central processing unit, a mouse moves the cursor, headphones are listening devices, a printer prints, a projector shows films, a keyboard has keys, a microphone converts sounds, and a laptop is a small portable computer.
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.
This document provides an overview of basic computer hardware and software components. It describes the monitor, central processing unit (CPU), floppy disk drive, CD-ROM disk drive, and various input and output devices including the keyboard, mouse, scanner, printer, and speakers. The goal is to define and explain the purpose and function of fundamental computer parts.
The document proposes a physics puzzle game for the iPad based on Rube Goldberg machines. The goal is to move an object from start to finish by placing items like ramps, pulleys and fans that trigger a chain reaction. It reviews similar games and aims to improve on the closest competitor, Crazy Machines, by adding new mechanics, themed levels, and selling at a lower price. Technical details discuss using Corona SDK and launching on the App Store. An early testing demo video is available for review.
This document summarizes the key specifications of a gaming console, including:
- A 2.1GHz CPU for high performance and reduced crashes. The CPU is cheap to make and provides smooth gameplay.
- 20GB of RAM to prevent crashes and allow playing high quality games, videos, and images without lag.
- A 2048x1080 2K output display for the best quality visuals currently available, with 4K displays anticipated in the future.
- Dolby 7.1 audio for high quality sound without distortion across different media types.
- 1TB of storage and over 1.5 hours of battery for continuous gameplay even during power outages.
This document outlines a plan to develop an isometric role-playing game (RPG) using .NET and C++. It discusses developing a playable prototype, key game mechanics, and the game engine. The demo created showcases basic player movement and sprite rendering in the engine. Features like a level editor and multiplayer modes are proposed. The target audience is gamers on PC and Xbox. Hardware requirements and references are also provided.
This document provides an overview of a presentation on Open Broadcaster Software (OBS) given to the FredLUG user group. The presentation covered an introduction to OBS, its features like scenes, objects, audio mixing and filters. It demonstrated how to set up and use OBS, including streaming to YouTube. Other related tools mentioned were GIMP, Pitivi, Video 4 Linux and Blender. The document encouraged questions and for attendees to consider giving future presentations.
The document discusses the Snake game project created in C language. It includes an introduction to the classic Snake game, the history of the game originating in the 1970s, and requirements and objectives of this C language version. The project uses computer graphics functions in C to display game elements on screen and allow control of the snake's movement. Testing produced screenshots of the main menu and gameplay. Future enhancements could improve graphics, add multiplayer and high score tracking.
Replika is a cyberpunk action/strategy game coming to PlayStation 3 and XBOX360. It uses the Phyre Engine and will have native stereoscopic 3D support. The game is part of a larger cross-media franchise that will include a movie and comic books. Gameplay involves manipulating and rotating the levels in different axes to progress through puzzles and platforms.
Francois Laberge is the cofounder of Brass Monkey, a company developing a mobile app called Emotely that turns phones and tablets into wireless controllers. Emotely allows for classic couch multiplayer gaming by enabling phones and tablets to control games running in a browser from the comfort of the couch without any installation required on PCs. The Emotely SDK also makes it easy for developers to add multiplayer capabilities and innovative input methods to their own games.
For instance, a keyboard or computer mouse is an input device for a computer, while monitors and printers are output devices. Devices for communication between computers, such as modems and network cards, typically perform both input and output operations.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
This document provides an overview of computer fundamentals, including the types and parts of computers as well as how they work. It discusses the central processing unit, memory units, input and output devices, storage, and different types of hardware and software. Specific computer components like the keyboard, mouse, monitor, and printer are identified. The document also covers various types of printers, computers based on size, memory, and purpose. Keyboard types and basic MS-DOS commands are summarized as well.
IGN reviewed several consoles - the Wii U, PS4, and Xbox One. For the Wii U, IGN noted many hardware limitations and pain points like long loading screens. The only advantages were the light Gamepad and decent screen resolution. IGN gave the PS4 high praise for its powerful yet familiar hardware, open software, and impressive features. The DualShock 4 controller was highlighted as "amazing". For the Xbox One, IGN said it improved on the Xbox 360 while offering more entertainment options than the PS4, but noted it was more expensive and its voice commands require learning specific vocabulary. Overall ratings were 7/10 for the Wii U, 9/10 for the PS4,
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 discusses hardware/software co-design of embedded systems. It describes how embedded systems use computers for dedicated functions and discusses issues in designing these systems, including hardware/software partitioning and allocation. It also outlines a co-design methodology that allows verifying the entire hardware-software system through simulation and partitioning tasks between processors to avoid bottlenecks.
The document discusses hardware/software co-design of embedded systems. It describes how embedded systems use computers for dedicated functions and discusses issues in designing these systems like hardware/software partitioning and choosing processors. It also explains that co-design frameworks allow evaluating different hardware and software architectures through simulation before building prototypes. This helps address issues like bottlenecks and improves performance through better allocation of tasks between processors.
Improving iteration times through the reloading of code and dataBoyan Spassov
This document discusses improving iteration times through reloading code and data. It covers reloading code in various languages like C/C++ and scripting languages. It also discusses reloading data like materials, models, textures and game logic/settings. The document recommends tools like REPLs and online compilers that allow live editing. It suggests next level techniques like in-engine live editing of UI, levels and object settings. Finally, it mentions other approaches that can help like good APIs, entity component systems and shorter compilation times.
The document discusses technical-vocational education for computer systems servicing. It reviews input and processing devices, then discusses various output devices like monitors, printers, projectors, and speakers. It also covers computer ports, connectors, and how they allow connection of peripherals to the computer. Students play a guessing game to identify input and output devices from pictures. They then watch a video and learn about the functions of output devices, ports, and connectors in more detail.
Chapter 1 computer abstractions and technologyBATMUNHMUNHZAYA
The document provides an overview of computer hardware and performance. It discusses how computer performance is determined by algorithms, programming languages, compilers, instruction sets, and hardware. It also covers trends in processor design like parallelism and lower power consumption. Performance metrics like instructions per cycle, clock rate, and benchmarks are introduced.
The document discusses next generation audio capabilities for game consoles like the PlayStation 3. It describes how audio has evolved from just a few channels on older systems to "unlimited" channels enabled by software on next gen hardware. This allows for much more complex routing of audio streams and effects processing. It also discusses how next gen audio requires new skills for musicians and encourages closer collaboration between audio, programming, and design teams. New tools are needed to manage the increased flexibility and complexity of next gen audio engines.
The document describes Adam Bailey's proposed design for the Ninento PlayBox video game console. Some key details include:
- An Intel Core i5 processor and dual Sapphire R7 240 graphics cards to provide processing power for games at a budget price point.
- A 2TB internal hard drive for game and media storage. Compatibility with Blu-Ray discs, DVDs, and CDs.
- A controller similar to the Xbox controller but with improved grips, a touch screen, and motion sensing. It can be used wired or wirelessly.
- The console will have WiFi and Ethernet connectivity for online play. It will run a customizable Android operating system.
- Market
This document defines common computer terms in simple language. It explains that a monitor displays computer-generated images, a CPU is the central processing unit, a mouse moves the cursor, headphones are listening devices, a printer prints, a projector shows films, a keyboard has keys, a microphone converts sounds, and a laptop is a small portable computer.
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.
This document provides an overview of basic computer hardware and software components. It describes the monitor, central processing unit (CPU), floppy disk drive, CD-ROM disk drive, and various input and output devices including the keyboard, mouse, scanner, printer, and speakers. The goal is to define and explain the purpose and function of fundamental computer parts.
The document proposes a physics puzzle game for the iPad based on Rube Goldberg machines. The goal is to move an object from start to finish by placing items like ramps, pulleys and fans that trigger a chain reaction. It reviews similar games and aims to improve on the closest competitor, Crazy Machines, by adding new mechanics, themed levels, and selling at a lower price. Technical details discuss using Corona SDK and launching on the App Store. An early testing demo video is available for review.
This document summarizes the key specifications of a gaming console, including:
- A 2.1GHz CPU for high performance and reduced crashes. The CPU is cheap to make and provides smooth gameplay.
- 20GB of RAM to prevent crashes and allow playing high quality games, videos, and images without lag.
- A 2048x1080 2K output display for the best quality visuals currently available, with 4K displays anticipated in the future.
- Dolby 7.1 audio for high quality sound without distortion across different media types.
- 1TB of storage and over 1.5 hours of battery for continuous gameplay even during power outages.
This document outlines a plan to develop an isometric role-playing game (RPG) using .NET and C++. It discusses developing a playable prototype, key game mechanics, and the game engine. The demo created showcases basic player movement and sprite rendering in the engine. Features like a level editor and multiplayer modes are proposed. The target audience is gamers on PC and Xbox. Hardware requirements and references are also provided.
This document provides an overview of a presentation on Open Broadcaster Software (OBS) given to the FredLUG user group. The presentation covered an introduction to OBS, its features like scenes, objects, audio mixing and filters. It demonstrated how to set up and use OBS, including streaming to YouTube. Other related tools mentioned were GIMP, Pitivi, Video 4 Linux and Blender. The document encouraged questions and for attendees to consider giving future presentations.
The document discusses the Snake game project created in C language. It includes an introduction to the classic Snake game, the history of the game originating in the 1970s, and requirements and objectives of this C language version. The project uses computer graphics functions in C to display game elements on screen and allow control of the snake's movement. Testing produced screenshots of the main menu and gameplay. Future enhancements could improve graphics, add multiplayer and high score tracking.
Replika is a cyberpunk action/strategy game coming to PlayStation 3 and XBOX360. It uses the Phyre Engine and will have native stereoscopic 3D support. The game is part of a larger cross-media franchise that will include a movie and comic books. Gameplay involves manipulating and rotating the levels in different axes to progress through puzzles and platforms.
Francois Laberge is the cofounder of Brass Monkey, a company developing a mobile app called Emotely that turns phones and tablets into wireless controllers. Emotely allows for classic couch multiplayer gaming by enabling phones and tablets to control games running in a browser from the comfort of the couch without any installation required on PCs. The Emotely SDK also makes it easy for developers to add multiplayer capabilities and innovative input methods to their own games.
For instance, a keyboard or computer mouse is an input device for a computer, while monitors and printers are output devices. Devices for communication between computers, such as modems and network cards, typically perform both input and output operations.
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
This document provides an overview of computer fundamentals, including the types and parts of computers as well as how they work. It discusses the central processing unit, memory units, input and output devices, storage, and different types of hardware and software. Specific computer components like the keyboard, mouse, monitor, and printer are identified. The document also covers various types of printers, computers based on size, memory, and purpose. Keyboard types and basic MS-DOS commands are summarized as well.
IGN reviewed several consoles - the Wii U, PS4, and Xbox One. For the Wii U, IGN noted many hardware limitations and pain points like long loading screens. The only advantages were the light Gamepad and decent screen resolution. IGN gave the PS4 high praise for its powerful yet familiar hardware, open software, and impressive features. The DualShock 4 controller was highlighted as "amazing". For the Xbox One, IGN said it improved on the Xbox 360 while offering more entertainment options than the PS4, but noted it was more expensive and its voice commands require learning specific vocabulary. Overall ratings were 7/10 for the Wii U, 9/10 for the PS4,
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 discusses hardware/software co-design of embedded systems. It describes how embedded systems use computers for dedicated functions and discusses issues in designing these systems, including hardware/software partitioning and allocation. It also outlines a co-design methodology that allows verifying the entire hardware-software system through simulation and partitioning tasks between processors to avoid bottlenecks.
The document discusses hardware/software co-design of embedded systems. It describes how embedded systems use computers for dedicated functions and discusses issues in designing these systems like hardware/software partitioning and choosing processors. It also explains that co-design frameworks allow evaluating different hardware and software architectures through simulation before building prototypes. This helps address issues like bottlenecks and improves performance through better allocation of tasks between processors.
Improving iteration times through the reloading of code and dataBoyan Spassov
This document discusses improving iteration times through reloading code and data. It covers reloading code in various languages like C/C++ and scripting languages. It also discusses reloading data like materials, models, textures and game logic/settings. The document recommends tools like REPLs and online compilers that allow live editing. It suggests next level techniques like in-engine live editing of UI, levels and object settings. Finally, it mentions other approaches that can help like good APIs, entity component systems and shorter compilation times.
The document discusses technical-vocational education for computer systems servicing. It reviews input and processing devices, then discusses various output devices like monitors, printers, projectors, and speakers. It also covers computer ports, connectors, and how they allow connection of peripherals to the computer. Students play a guessing game to identify input and output devices from pictures. They then watch a video and learn about the functions of output devices, ports, and connectors in more detail.
Chapter 1 computer abstractions and technologyBATMUNHMUNHZAYA
The document provides an overview of computer hardware and performance. It discusses how computer performance is determined by algorithms, programming languages, compilers, instruction sets, and hardware. It also covers trends in processor design like parallelism and lower power consumption. Performance metrics like instructions per cycle, clock rate, and benchmarks are introduced.
The document discusses next generation audio capabilities for game consoles like the PlayStation 3. It describes how audio has evolved from just a few channels on older systems to "unlimited" channels enabled by software on next gen hardware. This allows for much more complex routing of audio streams and effects processing. It also discusses how next gen audio requires new skills for musicians and encourages closer collaboration between audio, programming, and design teams. New tools are needed to manage the increased flexibility and complexity of next gen audio engines.
This document provides an overview of different game platforms, including arcade, console, and PC platforms. It discusses the history and key aspects of arcade platforms such as their exterior casing, coin operation, and use of ROM chips to store games. It then covers the transition to home console platforms which allowed gaming without coins and used cartridges or optical discs. The document notes limitations of consoles and advantages of PC platforms, such as graphics capabilities and ability to modify games. It questions some limitations of PC platforms.
This document contains a glossary of terms related to video game design and development. It defines terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, post-processing, rendering, normal maps, entities, UV mapping, procedural textures, and physics. For each term, it provides a short definition from an online source, describes how the term relates to the student's own work, and includes an image or video example when possible. The glossary is intended to demonstrate the student's understanding of fundamental video game terminology.
This document provides background on a project to build an online poker environment for a Dutch company. Key details include:
- The project involved building a complete online poker game environment within 12 months using technologies like Java, C++, and MySQL.
- The application included components like a player portal, game server, lobby server, and database connected via RabbitMQ.
- Major challenges included the asynchronous nature of the game, random elements, maintaining game history, and supporting many concurrent players.
- The initial architecture had some problems and underwent changes over time to improve performance and integration of components like the lobby server.
A computer is an electronic device that can perform mathematical, logical, and graphical operations. It consists of both hardware and software components. The hardware includes input devices like keyboards and mice, processing devices like the CPU and memory, and output devices like monitors and printers. The software includes programs like operating systems and applications. A computer takes in data as input, processes it, and produces output in the form of information or results. Computers have various applications in areas like banking, transportation, education and more. They provide benefits like speed, accuracy, storage and automation but lack intelligence and common sense.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
The document discusses various internal computer components, including the CPU, motherboard, power supply, cooling options, graphics card, RAM, and network card. It provides details on what each component does and how it functions within the computer system. It also covers peripheral devices like printers, scanners, keyboards, mice, and speakers.
The document discusses the main hardware components of a computer system: the motherboard, which holds other components and provides connections; the processor, which interprets instructions; memory, which temporarily stores data and programs; input and output devices, which allow entry and display of data; storage, such as hard disks, for permanent storage; and adapter cards, which provide additional ports and functionality.
The document discusses the key components of a computer system unit, including the motherboard, processor, memory, ports, and expansion slots. It explains that the motherboard contains the processor, memory chips, and expansion slots. RAM is the primary memory that programs use to run, while ROM contains permanent instructions. Expansion slots allow additional capabilities via adapter cards. Common ports include serial, parallel, and USB, which connect external devices. The document provides details on each of these core internal and external computer components.
This assignment brief outlines three tasks for a Level 3 BTEC National qualification in computer game platforms and technologies. The purpose is to assess understanding of hardware and software technologies for game platforms. For task 1, students must research and compare features of existing game consoles and mobile technologies in two tables. Task 2 requires designing a specification, including concept artwork, for an open source game console. Task 3 involves producing a glossary of key hardware and software terms related to game technologies, with descriptions and examples. The deadline for submission is March 10th.
The document summarizes several game platforms including the PlayStation 2, Xbox, GameCube, GameBoy Advance, and PC. It describes the key hardware specifications of each system such as the CPU, graphics capabilities, memory, and installed user base. It also provides an overview of the game development process including concepts, prototyping, production, testing, and localization. Finally, it outlines the major software systems required to develop games including low-level systems, rendering, audio, and tools.
The document discusses differences between console and PC game development. It provides overviews of the Xbox 360 and PS3 architectures, noting their CPUs, GPUs and memory configurations. Key differences are the fixed hardware of consoles, which makes optimization easier but limits technology updates. The PS3's Cell processor uses a unique parallel processing design. Developing games for consoles within Unity presents limitations like no just-in-time compilation, different APIs and requiring animation for loading/saving. Best practices include working at 720p resolution and accounting for memory usage.
Similar to Week Two - Game Platforms (Additional Material) (20)
Support documentation for the final assignment of the unit recapping all material discussed and highlighted in the lecture and in the stream chat window
This document discusses planning and working to a brief. It recaps analyzing different brief structures from last week and highlights key factors like deadlines, budgets, and requirements. It emphasizes the importance of planning, including setting goals and milestones, and considering potential issues or problems. Finally, it addresses assembling a team, ensuring roles and responsibilities are clear, and considering costs.
This 8 week module will include both theory and practical assignments, including analyzing a problem and providing a solution based on a client brief. Briefs can range from 1 to 50+ pages and are intended to set boundaries and goals for a project. Students will work in groups to understand sample briefs, develop initial solutions within 10 minutes, and then individually analyze a provided brief to understand requirements and derive an appropriate solution while considering any limitations or client goals. The goal is to gain experience working from briefs as they may not always be straightforward and could involve external factors.
Unit 3: Research - Market vs Productionchriswalton
This document discusses market and production research techniques for video games. It provides examples of the types of questions market researchers and production researchers ask, and the different traits each requires. Market researchers focus on understanding audience needs by talking to people and producing accurate statistics. Production researchers ensure gameplay is realistic and the production is viable by having a general knowledge of the world. The document also provides tasks for students to apply these research concepts.
This document discusses research and pre-production techniques for game development. It introduces Japanese word "irashimasu" and outlines aims for a class on initial research methods, including having students ask questions about gameplay, establish preferences, and explain why pre-production is important. Various research techniques like focus testing, analyzing development processes, and considering localization are presented. Students are assigned tasks to document their own gameplay and compare it to an online gamelog site to apply these research concepts.
This document provides an introduction to computer hardware components important for game platforms, including:
- The CPU, its clock speed, cache, bus, and role in executing instructions. Examples of console CPU speeds are given.
- Computer memory types (RAM, ROM, etc.) and their purpose in allowing faster access to files than hard disks.
- Graphics processors offload graphic rendering from the CPU. Examples of the Xbox 360 and PS3 GPUs are outlined.
- Power supplies provide electrical current internally and their wattage depends on components like the GPU.
This document provides an introduction to computer game hardware, focusing on storage and display technologies. It discusses how storage has evolved from cartridges to CD/DVD media to flash memory, with each having advantages like storage capacity, loading speed, and cost. It also examines built-in and external displays, noting that built-in screens are powered internally while external displays require additional power and interfaces. The document closes by exploring sound hardware like sound cards and how game audio has advanced from single tones to full orchestral scores due to hardware and software improvements.
This document provides an introduction and history of computer games and gaming platforms. It discusses the origins of video games in the 1940s-1960s on mainframe computers. Video games then diverged into arcade, mainframe, console, PC and handheld games. The document outlines the 7 generations of gaming consoles from the 1970s to present, including key consoles like the Magnavox Odyssey, Atari 2600, NES, SNES, PlayStation and discusses some important early games. It aims to provide background on the games industry.
This document discusses computer game platforms, technologies, and operating systems. It begins by recapping platforms like arcade, console, PC, mobile, and television that were covered previously. It then defines an operating system as software that provides an interface between hardware and applications, allowing them to communicate. Different operating systems are dependent on specific hardware architectures. The document outlines the history of operating systems from early machines with no OS to modern graphical user interfaces. It compares operating systems like Windows, Mac OS, and those for handheld and mobile devices. Finally, it mentions device drivers and software elements as part of an upcoming assignment.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Pengantar Penggunaan Flutter - Dart programming language1.pptx
Week Two - Game Platforms (Additional Material)
1. Computer Game Platforms & Technologies Week 2 Introduction to Game Platforms Additional Material
2. So Far We Have.. Briefly discussed the development of Arcade, Console & PC Games Touched upon the rise of the various platforms to enable game play to take place
3. But We Didn’t.. Look at how peripherals have advanced over time Look at how the console & PC have been influenced by the Arcade Look at the technologies that have advanced over time
4. Arcade Stick Technical improvements Analogue potentiometer’s Signals required to be converted to Digital for the machine to understand them Digital Popular!
5. Console Pads Common place & Standardised Adapted from the Arcade Design Ergonomics & Aesthetics Digital
6. PC Pads USB Connections prominent Serial connections outdated Adapted or direct ports of arcade/console controllers
8. Advancements Ergonomics & Aesthetics have considerably improved Hardware/Software capabilities have improved to allow for additional response and control (haptic feedback) Faster reactions
9. Limitations Certain games require certain peripherals i.e. Guitar Hero Games (recent) require that a Guitar controller is attached to play the corresponding sections Not all peripherals work with a variety of platforms
10. So.. Looked at the gamepads for the three platforms, ranging from stick to pad style Discussed the three platforms in more detail than in the previous session