According to a 2016 “Sales, Demographic, and Usage Data” report released by the Entertainment Software Association, 63% of U.S. households have at least one person who plays video games for 3 hours or more each week. This same report states that consumers spent $23.5 billion on games in 2015 and that games are “personal learning gateways” where we will start to see them more in schools and in professional life. Libraries that provide basic video game design classes can provide that spark that ignites the next wave of video game designers. In this webinar: • Learn the basic components of video games. • Receive step-by-step instructions for using Kodu Game Lab. • Discover a variety of alternative gaming engines (GameMaker, etc.) where people can learn to experiment and ultimately to design their own video games.
This document discusses FPGA MiSTer, an open source project that uses a Terasic DE10-Nano FPGA board to emulate retro gaming consoles and arcade machines. It includes cores for systems like Amiga, Commodore 64, Genesis, NeoGeo, NES, and arcade games. Add-ons like RAM boards, I/O boards, and cases are discussed. Links are provided to the project's GitHub, wiki, YouTube videos, and forums for additional information. Specific developers contributing cores for NeoGeo and the 1943 arcade game are also mentioned.
Over one year ago I was challenged to build technology and team able to deliver best slot games on the planet. During this time we proved that our architectural choices and general strategy was right - the company successfully launches one new game per month and we won "Software Rising Star" at prestigious EGR B2B Awards. I want to share important and practical facts about building specifically slot games as well as big gaming platforms in general (100k+ lines of code).
The document discusses various topics related to user experience in virtual reality, including VR market sizes and hardware, interaction techniques, presence, comfort considerations, and the future of VR. It provides statistics on VR user bases, describes common input methods for different VR platforms, and lists factors that influence comfort as well as techniques to mitigate motion sickness.
Isaac Aubrey from PopCap Games discussed the history and future of PopCap's web and social games. He talked about early games like Bejeweled Flash and how PopCap used technologies like Flash, as well as successes on platforms like Facebook. Aubrey also previewed upcoming games from PopCap that will focus on connectivity across platforms and have ongoing engagement through their lifetimes.
The document discusses several downloadable game services including GameTap, PlayFirst, and Daysofwonder. GameTap allows users to download classic console games like Atari 2600, Commodore 64, and Sega systems. PlayFirst offers unlimited game downloads through their Games on Demand service for both general audiences and kids. Daysofwonder allows downloading of board game adaptations. Contact and resource details are provided for further information.
Updated after Build 2017 and E3 2017. In addition to Xbox One dev kits for approved developers, anyone can now use a retail Xbox One to develop apps or games for Xbox One! Learn how you can get started today!
Let me tell you in short what this is. This is a part of my Class Assignment and what you see is a 'PowerPoint Slide Show' of the first three Outcomes from UNIT 20 - 'Computer Game Platform & Technologies'. Here, at first, I've explained Game Platforms & their types in short and then moved on over to my 2D Platform Game - 'Tales Of Mushroom Land', by considering its Game Platform and the Hardware & Software requirements for the game. I've also showcased some performance tests for my game at the end which I had taken on different systems/machines. This is about the first three Outcomes - Game Platforms, Hardware & Software. The second-last slide hosts a reference about 'Outcome 4', which is a video in which I've showcased a playable demo of my game and a bit of support for common errors. (Of course, the video won't be present over there.) Now, in order to watch the video for 'Outcome 4' and to get more information and to know what is a 'UNIT', 'Outcomes' - please visit by log - ' phadkeakshay@wordpress.com '. the name of my blog is - ' The GameBuilder's Inn '.
This presentation is made by Ye Feng, CTO of Coconut Island, for the students in China Academy of Art.
This document summarizes tool-assisted speedruns (TAS) of video games. It discusses how emulators and tools are used to play games faster than humanly possible by deterministically recording every input. Advanced techniques like memory searching and scripting push games to their limits. Console verification devices were developed to play back TAS movies on original hardware. The document argues that TAS tools are like penetration testing tools and can be used to find and exploit vulnerabilities in games. It demonstrates an arbitrary code execution in Pokemon Red using an unintended opcode execution.
This document discusses hacking in Minecraft. It provides an overview of Minecraft's history and the author's history playing the game. It then covers topics like decompiling Minecraft, running your own server, scanning for servers like LiveOverflow, connecting to LiveOverflow, using mods like Fabric and mixins, coordinate exploits from 2018, and the 2021 Log4Shell vulnerability. The document concludes by discussing X-ray mods and expressing concern that Minecraft taught players it is okay to run random JAR files from servers.
This document provides an introduction to the demoscene computer art subculture. It explains that demos are real-time, non-interactive animations accompanied by music that show off programming skills. Demoparties began as small gatherings but grew into larger international events for demo competitions. While early demos focused on technical achievements, modern demos emphasize artistic graphics. The document invites readers to get involved by attending demoparties, watching demos online, and even creating their own demos.
322 / 5,000 Translation results .NET is better every year for a developer who still dreams of developing a video game. Without pretensions and without talking about Unity or any other framework, just "barebones" .NET code, we will try to write a game (or parts of it) in the 80's style (because I was a kid in those years). In Christmas style.
By Mamdouh Tarabishi during the first Microsoft Developers UAE meetup in Dubaï. http://www.meetup.com/Microsoft-Developers-UAE-Meetup/events/198366562
Xbox 360 Emulator software is used to play xbox 360 games in pc without having an xbox 360 console. download the latest version of xbox 360 emulator. http://xbox360emulatorx.com/
https://www.youtube.com/watch?v=s-bKWT9fj8Y written and presented by dwangoAC at DEF CON 24, SVLUG & NBLUG [slides collaboration]
Docker focuses on simplicity. In this session we will here how, Zeph, a 10 year old boy went from asking his dad a simple question, to deploying Docker containers to help search for a cancer cure and to build worlds. We’ll hear how the simplicity of Docker inspired him to learn more, and now as an 11 year old, he has moved on to programming his own containerized applications to process vital data streams from public APIs.
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.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar: • Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment. • Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing. • Hear about the tools, devices, and platforms creating these new experiences. • Discuss potential issues these technologies may have when used in learning and teaching. • See what libraries can do to make use of immersive technologies to create new user experiences.
This document provides an introduction to building a personal voice assistant using the AIY Edition kit. It outlines the steps to assemble the hardware components, install the operating system, enable various Google APIs like the Google Assistant API and Cloud Speech-to-Text API, and modify code samples to interact with these APIs using voice. The document also briefly discusses different types of artificial intelligence and mentions some other tools like Dialogflow, Pandorabots, Scratch and Actions on Google for building conversational agents.
This document discusses 360-degree photography and video technologies. It begins with an agenda that covers understanding 360 cameras, live 360 video streaming, best practices for creating 360 tours, and emerging trends. Examples of 360 cameras are provided. Formats for 360 video and the stitching process needed to create panoramic images are explained. Tools for viewing 360 content on smartphones and creating virtual reality experiences are presented. The document concludes by introducing 3D photography technologies like light field and volumetric video.
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more. Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.