This talk explains how low level graphics works, the OpenGL rendering pipeline, and digs into pixel buffering techniques, and even includes some example code and demos.
The document discusses open mapping on iOS. It provides an overview of the default iOS mapping capabilities and limitations. It then describes how to use custom maps with open geodata and tools like TileMill to style data. It also introduces MapBox software libraries that integrate custom maps with Apple's MapKit to allow fully-featured mapping on iOS and OSX.
What's a Core Image? An Image-Processing Framework on iOS and OS XFlatiron School
油
Flatiron students Steven Zhou and Heidi Hansen explain how core images work on iOS and OS X to help developers process images efficiently without dealing with low level interactions with GPU or CPU.
鐃種深
Distributed high-quality image manipulation and review in a virtual collabora...ETCenter
油
Taking advantage of centralized processing and storage, new dispersed workflows are now possible. Colorfront's cloud initiative enables virtual world wide collaboration for high end motion picture and television production.
The next generation of GPU APIs for Game EnginesPooya Eimandar
油
Pooya Eimandar is a game engine developer and CEO who has worked on several game engines including Wolf.Engine and Persian Game Engine. The document discusses the evolution of GPU APIs such as OpenGL, DirectX, and newer APIs like Vulkan and DirectX 12. It covers how newer APIs provide lower overhead and more direct GPU control through explicit memory management and multithreaded command buffers. Sample code is provided showing texture loading in OpenGL and Vulkan.
際際滷s for the talk "Beginning Android Games" at Apps World 2012 by Mario Zechner
@badlogicgames
http://www.badlogicgames.com
http://libgdx.badlogicgames.com
The document summarizes Javier Canton's presentation at #DotNet2018 about developing a 3D graphics engine in C# for virtual reality and augmented reality. It provides an overview of Javier's background and experience developing 3D graphics. It also summarizes his demonstration of the Wave Engine, a C# graphics engine he developed that supports VR, AR and MR across platforms. The presentation covered various C# language features relevant for graphics development and performance optimization.
XNA Game Studio 2.0 is a free framework that allows developers to easily create games for Windows and Xbox 360 using C#. The presentation provided an overview of XNA and demonstrated how to implement basic game development elements like graphics, input, collision detection, text, audio, and deployment to Xbox 360. The distribution model was also briefly discussed, noting Microsoft's plans to launch an XBL Community Blade for distributing XNA games.
The document provides an overview of DirectX, including its history, architecture, libraries, and comparison to OpenGL. It discusses how DirectX is a collection of APIs from Microsoft that allows low-level access to graphics cards, sound devices, and other hardware from a Windows system. The architecture uses HAL and HEL drivers to interface with hardware and a DDI layer between programs and devices. Libraries cover 3D graphics, input, networking, sound, and multimedia. DirectX is designed for gaming and multimedia on Windows, while OpenGL is platform-independent and aimed at general 2D/3D graphics.
OpenGL is a cross-platform API for rendering 3D graphics. It consists of a pipeline that processes vertices, primitives, fragments and pixels. Key stages include vertex processing, tessellation, primitive processing, rasterization, fragment processing and pixel processing. OpenGL uses libraries like GLUT and GLEW and works across Windows, Linux and Mac operating systems.
Phillip Heckinger (Microsoft): Empowering AR & VR with Tech ArtAugmentedWorldExpo
油
A talk from the Design Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Phillip Heckinger (Microsoft): Empowering AR & VR with Tech Art
Building the future with Hololens, Windows Mixed Reality and Mixed Reality Toolkit! How Tech Art helped accelerate and amplify products, with behind the scenes examples and learnings from 6 years of Microsoft AR & VR work
http://AugmentedWorldExpo.com
Write retrogames in the web and add something more with AzureMarco Parenzan
油
Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Cos狸 nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi pi湛 semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalit, cos狸 per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
This document contains information about Muhammad Maaz Irfan, including that he is a comic artist and final semester student of BSCS at Preston University Islamabad. It also provides recommendations for game development with Windows, lists some major game engines, and gives an overview of the Unity game engine including its features, assets store, project structure involving scenes and game objects/components, and 2D and 3D asset creation tools.
Frederik Vogel from LINE Fukuoka will give a presentation on Apple's Metal framework. The presentation will provide a history of Metal and graphics processing, demonstrate Metal concepts like the render pipeline, and show code examples. Attendees will learn about rendering 3D graphics, compute capabilities, and possibilities for using Metal in areas like machine learning and finance.
This document discusses options for developing iOS and Android games using Unity3D. It begins by introducing the author and their company. It then examines the problem of developing for multiple platforms, reasons for supporting Android, and future platform shifts. Several cross-platform options like HTML5, Cocos2D, and Unreal are considered before the author decides on Unity3D for its wide platform support. Details are provided about Unity3D's native plugins, asset store, and business model. The author's process for porting their game Brick Buddies from iOS to Android using Unity3D is described, involving minimal platform-specific code changes. They conclude that Unity3D has the best business model, widest platform support,
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
油
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
油
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
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.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
油
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
ngGoBuilder and collaborative development between San Francisco and Tokyonotolab
油
This document discusses ngGoBuilder, a game engine and set of tools for developing games using ngCore. It describes ngGoBuilder 1.x features like scrolling layers and particle effects. It then discusses plans for ngGoBuilder 2.0 which will focus on a better user experience and include ngCore, debugging tools, and sample games. Future roadmaps include improved animation support and integration with the ngServer platform. The document also covers collaboration between the San Francisco and Tokyo teams working on the project.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
油
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
Native Code is Dead AKA Cross Platform Development with Unity3DRalph Barbagallo
油
Unity3D provides the best solution for cross-platform development by supporting the most critical platforms with a native-like performance. It has a wide community support and allows accessing platform-specific features through native plugins. Porting a game from iOS to Android with Unity3D only required a few days of refactoring code and swapping plugins. The business model is also advantageous with reasonable licensing fees and no revenue sharing requirements.
The document discusses using the Mono framework and C# for game development. It begins by highlighting several popular games developed with Mono, including The Sims 3. It then discusses why C# and Mono are good choices for games, noting the need to balance productivity with performance. The rest of the document covers Mono performance, garbage collection, asynchronous programming, and provides an agenda for the talk.
Welcome to the March 2025 issue of WIPAC Monthly the magazine brought to you by the LinkedIn Group WIPAC Monthly.
In this month's edition, on top of the month's news from the water industry we cover subjects from the intelligent use of wastewater networks, the use of machine learning in water quality as well as how, we as an industry, need to develop the skills base in developing areas such as Machine Learning and Artificial Intelligence.
Enjoy the latest edition
OpenGL is a cross-platform API for rendering 3D graphics. It consists of a pipeline that processes vertices, primitives, fragments and pixels. Key stages include vertex processing, tessellation, primitive processing, rasterization, fragment processing and pixel processing. OpenGL uses libraries like GLUT and GLEW and works across Windows, Linux and Mac operating systems.
Phillip Heckinger (Microsoft): Empowering AR & VR with Tech ArtAugmentedWorldExpo
油
A talk from the Design Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Phillip Heckinger (Microsoft): Empowering AR & VR with Tech Art
Building the future with Hololens, Windows Mixed Reality and Mixed Reality Toolkit! How Tech Art helped accelerate and amplify products, with behind the scenes examples and learnings from 6 years of Microsoft AR & VR work
http://AugmentedWorldExpo.com
Write retrogames in the web and add something more with AzureMarco Parenzan
油
Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Cos狸 nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi pi湛 semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalit, cos狸 per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
This document contains information about Muhammad Maaz Irfan, including that he is a comic artist and final semester student of BSCS at Preston University Islamabad. It also provides recommendations for game development with Windows, lists some major game engines, and gives an overview of the Unity game engine including its features, assets store, project structure involving scenes and game objects/components, and 2D and 3D asset creation tools.
Frederik Vogel from LINE Fukuoka will give a presentation on Apple's Metal framework. The presentation will provide a history of Metal and graphics processing, demonstrate Metal concepts like the render pipeline, and show code examples. Attendees will learn about rendering 3D graphics, compute capabilities, and possibilities for using Metal in areas like machine learning and finance.
This document discusses options for developing iOS and Android games using Unity3D. It begins by introducing the author and their company. It then examines the problem of developing for multiple platforms, reasons for supporting Android, and future platform shifts. Several cross-platform options like HTML5, Cocos2D, and Unreal are considered before the author decides on Unity3D for its wide platform support. Details are provided about Unity3D's native plugins, asset store, and business model. The author's process for porting their game Brick Buddies from iOS to Android using Unity3D is described, involving minimal platform-specific code changes. They conclude that Unity3D has the best business model, widest platform support,
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
油
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
油
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
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.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
油
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
ngGoBuilder and collaborative development between San Francisco and Tokyonotolab
油
This document discusses ngGoBuilder, a game engine and set of tools for developing games using ngCore. It describes ngGoBuilder 1.x features like scrolling layers and particle effects. It then discusses plans for ngGoBuilder 2.0 which will focus on a better user experience and include ngCore, debugging tools, and sample games. Future roadmaps include improved animation support and integration with the ngServer platform. The document also covers collaboration between the San Francisco and Tokyo teams working on the project.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
油
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
Native Code is Dead AKA Cross Platform Development with Unity3DRalph Barbagallo
油
Unity3D provides the best solution for cross-platform development by supporting the most critical platforms with a native-like performance. It has a wide community support and allows accessing platform-specific features through native plugins. Porting a game from iOS to Android with Unity3D only required a few days of refactoring code and swapping plugins. The business model is also advantageous with reasonable licensing fees and no revenue sharing requirements.
The document discusses using the Mono framework and C# for game development. It begins by highlighting several popular games developed with Mono, including The Sims 3. It then discusses why C# and Mono are good choices for games, noting the need to balance productivity with performance. The rest of the document covers Mono performance, garbage collection, asynchronous programming, and provides an agenda for the talk.
Welcome to the March 2025 issue of WIPAC Monthly the magazine brought to you by the LinkedIn Group WIPAC Monthly.
In this month's edition, on top of the month's news from the water industry we cover subjects from the intelligent use of wastewater networks, the use of machine learning in water quality as well as how, we as an industry, need to develop the skills base in developing areas such as Machine Learning and Artificial Intelligence.
Enjoy the latest edition
Lecture -3 Cold water supply system.pptxrabiaatif2
油
The presentation on Cold Water Supply explored the fundamental principles of water distribution in buildings. It covered sources of cold water, including municipal supply, wells, and rainwater harvesting. Key components such as storage tanks, pipes, valves, and pumps were discussed for efficient water delivery. Various distribution systems, including direct and indirect supply methods, were analyzed for residential and commercial applications. The presentation emphasized water quality, pressure regulation, and contamination prevention. Common issues like pipe corrosion, leaks, and pressure drops were addressed along with maintenance strategies. Diagrams and case studies illustrated system layouts and best practices for optimal performance.
"Zen and the Art of Industrial Construction"
Once upon a time in Gujarat, Plinth and Roofs was working on a massive industrial shed project. Everything was going smoothlyblueprints were flawless, steel structures were rising, and even the cement was behaving. That is, until...
Meet Ramesh, the Stressed Engineer.
Ramesh was a perfectionist. He measured bolts with the precision of a Swiss watchmaker and treated every steel beam like his own child. But as the deadline approached, Rameshs stress levels skyrocketed.
One day, he called Parul, the total management & marketing mastermind.
Ramesh (panicking): "Parul maam! The roof isn't aligning by 0.2 degrees! This is a disaster!"
Parul (calmly): "Ramesh, have you tried... meditating?"
、 Ramesh: "Meditating? Maam, I have 500 workers on-site, and you want me to sit cross-legged and hum Om?"
Parul: "Exactly. Mystic of Seven can help!"
Reluctantly, Ramesh agreed to a 5-minute guided meditation session.
He closed his eyes.
鏝 He breathed deeply.
He chanted "Om Namah Roofaya" (his custom version of a mantra).
When he opened his eyes, a miracle happened!
ッ His mind was clear.
The roof magically aligned (okay, maybe the team just adjusted it while he was meditating).
And for the first time, Ramesh smiled instead of calculating load capacities in his head.
Lesson Learned: Sometimes, even in industrial construction, a little bit of mindfulness goes a long way.
From that day on, Plinth and Roofs introduced tea breaks with meditation sessions, and productivity skyrocketed!
Moral of the story: "When in doubt, breathe it out!"
#PlinthAndRoofs #MysticOfSeven #ZenConstruction #MindfulEngineering
Preface: The ReGenX Generator innovation operates with a US Patented Frequency Dependent Load
Current Delay which delays the creation and storage of created Electromagnetic Field Energy around
the exterior of the generator coil. The result is the created and Time Delayed Electromagnetic Field
Energy performs any magnitude of Positive Electro-Mechanical Work at infinite efficiency on the
generator's Rotating Magnetic Field, increasing its Kinetic Energy and increasing the Kinetic Energy of
an EV or ICE Vehicle to any magnitude without requiring any Externally Supplied Input Energy. In
Electricity Generation applications the ReGenX Generator innovation now allows all electricity to be
generated at infinite efficiency requiring zero Input Energy, zero Input Energy Cost, while producing
zero Greenhouse Gas Emissions, zero Air Pollution and zero Nuclear Waste during the Electricity
Generation Phase. In Electric Motor operation the ReGen-X Quantum Motor now allows any
magnitude of Work to be performed with zero Electric Input Energy.
Demonstration Protocol: The demonstration protocol involves three prototypes;
1. Protytpe #1, demonstrates the ReGenX Generator's Load Current Time Delay when compared
to the instantaneous Load Current Sine Wave for a Conventional Generator Coil.
2. In the Conventional Faraday Generator operation the created Electromagnetic Field Energy
performs Negative Work at infinite efficiency and it reduces the Kinetic Energy of the system.
3. The Magnitude of the Negative Work / System Kinetic Energy Reduction (in Joules) is equal to
the Magnitude of the created Electromagnetic Field Energy (also in Joules).
4. When the Conventional Faraday Generator is placed On-Load, Negative Work is performed and
the speed of the system decreases according to Lenz's Law of Induction.
5. In order to maintain the System Speed and the Electric Power magnitude to the Loads,
additional Input Power must be supplied to the Prime Mover and additional Mechanical Input
Power must be supplied to the Generator's Drive Shaft.
6. For example, if 100 Watts of Electric Power is delivered to the Load by the Faraday Generator,
an additional >100 Watts of Mechanical Input Power must be supplied to the Generator's Drive
Shaft by the Prime Mover.
7. If 1 MW of Electric Power is delivered to the Load by the Faraday Generator, an additional >1
MW Watts of Mechanical Input Power must be supplied to the Generator's Drive Shaft by the
Prime Mover.
8. Generally speaking the ratio is 2 Watts of Mechanical Input Power to every 1 Watt of Electric
Output Power generated.
9. The increase in Drive Shaft Mechanical Input Power is provided by the Prime Mover and the
Input Energy Source which powers the Prime Mover.
10. In the Heins ReGenX Generator operation the created and Time Delayed Electromagnetic Field
Energy performs Positive Work at infinite efficiency and it increases the Kinetic Energy of the
system.
Lessons learned when managing MySQL in the CloudIgor Donchovski
油
Managing MySQL in the cloud introduces a new set of challenges compared to traditional on-premises setups, from ensuring optimal performance to handling unexpected outages. In this article, we delve into covering topics such as performance tuning, cost-effective scalability, and maintaining high availability. We also explore the importance of monitoring, automation, and best practices for disaster recovery to minimize downtime.
. マ留 裡留略龍侶: Foundation Analysis and Design: Single Piles
Welcome to this comprehensive presentation on "Foundation Analysis and Design," focusing on Single PilesStatic Capacity, Lateral Loads, and Pile/Pole Buckling. This presentation will explore the fundamental concepts, equations, and practical considerations for designing and analyzing pile foundations.
We'll examine different pile types, their characteristics, load transfer mechanisms, and the complex interactions between piles and surrounding soil. Throughout this presentation, we'll highlight key equations and methodologies for calculating pile capacities under various conditions.
How to Build a Maze Solving Robot Using ArduinoCircuitDigest
油
Learn how to make an Arduino-powered robot that can navigate mazes on its own using IR sensors and "Hand on the wall" algorithm.
This step-by-step guide will show you how to build your own maze-solving robot using Arduino UNO, three IR sensors, and basic components that you can easily find in your local electronics shop.
EXPLORE 6 EXCITING DOMAINS:
1. Machine Learning: Discover the world of AI and ML!
2. App Development: Build innovative mobile apps!
3. Competitive Programming: Enhance your coding skills!
4. Web Development: Create stunning web applications!
5. Blockchain: Uncover the power of decentralized tech!
6. Cloud Computing: Explore the world of cloud infrastructure!
Join us to unravel the unexplored, network with like-minded individuals, and dive into the world of tech!
64. SDL(2)
Simple DirectMedia Layer 2
macOS, Linux, Android, iOS, Windows
Game development library
+ + + +
65. SDL(2)
Simple DirectMedia Layer 2
macOS, Linux, Android, iOS, Windows
Game development library
+ + + +
Game engine??
66. SDL(2)
Simple DirectMedia Layer 2
macOS, Linux, Android, iOS, Windows
Game development library
+ + + +
Game engine??
Used in many game engines (Valve Source)
67. SDL(2)
Simple DirectMedia Layer 2
macOS, Linux, Android, iOS, Windows
Game development library
+ + + +
Game engine??
Used in many game engines (Valve Source)