Skip to main content

Home/ Becker Video Game Design/ Group items tagged open source

Rss Feed Group items tagged

Garrett Eastman

Developer releases source of HTML5 mobile game, sheds light on challenges | Ars Technica - 0 views

  •  
    "Inspired by the buzz around HTML5, game development studio Wooga recently attempted to build a complete mobile game with standards-based Web technologies. To share the results of its year-long experiment, the company has published the game's source code on GitHub under an open source software license."
Garrett Eastman

LÖVE - Free 2D Game Engine - 0 views

  •  
    "LÖVE is an *awesome* framework you can use to make 2D games in Lua. It's free, open-source, and works on Windows, Mac OS X and Linux. Contribute You can find the source code on Bitbucket. You can also filebugs and feature requests there."
Garrett Eastman

Game Character Creation with Blender and Unity - 0 views

  •  
    A complete guide to creating usable, realistic game characters with two powerful toolsCreating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. (excerpts in Google Books)
Garrett Eastman

Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization C... - 0 views

  •  
    Abstract: "The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/."
Garrett Eastman

A Slower Speed of Light - 0 views

  •  
    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Developing Mobile Games with Moai SDK - 0 views

  •  
    Published 2013, excerpts in Google Books
Garrett Eastman

Ars Technicast Episode 19: Video games of the FUTURE Future future… | Ars Tec... - 0 views

  •  
    "In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
Garrett Eastman

The Game Closure Dev Kit - 0 views

  •  
    open source HTML5 mobile game engine
Garrett Eastman

Designing a Serious Game Engine for Sustainability - 0 views

  •  
    "Sustainability education has become an international imper- ative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. My research seeks to investigate how to build a customiz- able serious game engine for sustainability called Makahiki. This work is motivated by the encouraging results of the in- augural residence hall energy competition at the University of Hawaii in Fall 2011. Makahiki is intended to provide a production quality, pluggable component-based open source game engine and an experimental test bed for game-related research in the context of sustainability."
Garrett Eastman

WebHack: A Research System for Social Massive Multiplayer Online Games - 0 views

  •  
    Abstract: "The most popular Facebook games are being played by millions of users, sometimes only a few weeks after introduction. Although several of these games and their users have been studied, there currently exists no open-source version of such a game. In this thesis we present the design, implementation, and performance analysis of WebHack, a Facebook-integrated multiplayer game. WebHack is built upon the classic, but still popular, game of Nethack. We discuss the technical difficulties with file handles, process limits, communication networks, and handling failures. Further, we consider aspects specific to legacy applications, for example legal issues and technical limitations. We propose methods to circumvent these issues, and show a successful integration of the legacy game Nethack into our Facebookintegrated game system. We present the design of our system and evaluate the performance of the design in various scenarios. Among other results, we show that WebHack is a highperformance system, able to support over 300,000 concurrent players, handle arrival rates for up to 1,750 new players per second for over 60 seconds, and is able to recover within 10 seconds from a server failure."
Garrett Eastman

Zynga Releases Jukebox Audio Library For Web Games - 0 views

  •  
    Announced at the New Game Conference on Wednesday, a library of sound files to help improve problems with web games
1 - 12 of 12
Showing 20 items per page