Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
sexta-feira, 29 de março de 2019
Top 9 Highest Paying URL Shortener to Earn Money Online
Valkyria Chronicles 4 Save Game
Valkyria Chronicles 4 PC/Steam Save Game
Valkyria Chronicles 4 is a tactical role-playing game developed and published by Sega. It is the fourth game in the Valkyria Chronicles series and the 5th installment of the entire Valkyria series. Valkyria Chronicles 4 occurs in the same timeframe as Valkyria Chronicles and Valkyria Chronicles 3.
Valkyria Chronicles 4 Save Game Info:
Obtained A Ranks on All Missions
Obtained All Decorations
Upgraded All Classes to Max Level
Watched All Event Scenes
Valkyria Chronicles 4 Save Game Installation:
1. Back up your original save data, in case something wrong happen you can revert to your old data
2. Extract "Valkyria Chronicles 4 Save Game.rar" using WinRar
3. Copy the save file to: "Documents\SEGA\VC4\gamesaves\"
The Joy Of Animation: An Undergraduate 2D Computer Animation Syllabus
From https://github.com/genekogan/FlockingBoids |
There's an opportunity to introduce the field of animation earlier in the curriculum and with more depth than permitted by a few weeks in a high-level course. This class would require only multivariable calculus plus two semesters of programming courses. It would thus be available to sophomores and non-CS majors. That allows a close encounter with simulation algorithms for, say, a future chemist, biologist, economist, or social scientist. It also would allow a potential CS major to experience elective material before committing to the program.
In some contexts, "animation" means 2D cel movies, Pixar-style CGI movies, animated GIF, or sprite frames. In this course, I'm instead referring to "computational dynamics" or "classical physics simulation": numerical simulation of the classical mechanics methods of Newton, Boyle, Hooke, Venturi, Pascal, Stokes, etc. that are employed in scientific simulations, movies, and video games.
At a high level, this course combines the "Motion" chapter of Computer Graphics: Principles and Practice 3rd Edition with the Optimal Animation, Synthetic Creatures, and Unconventional Animation units from CS372: Visual Media Revolution...in 2D. This is all material that has worked well in previous courses for me when covered quickly, and now would have an opportunity to expand to its natural scope.
2D
Why 2D? It seems anachronistic when the high-impact animation work in research and industry is 3D. However, the computational demands of 3D are high and the mathematics of 3D rotation are fairly complex. By simplifying to 2D these can be avoided, focusing on the concepts unique to simulation instead of optimization or 3D math. Fortunately, most of the key numerical concepts are the same from 2D to 3D dynamics, but with fewer cases to handle. This includes collision detection and integrators.The rendering and user interface are also much simpler in 2D, and I want this course to benefit from that simplicity...we have plenty of other courses on those topics.
Finally, many people find 3D rotation dynamics counter-intuitive. This makes debugging really hard. Now, there's beautiful and important math behind that--for an upper-level course. Mid-level students excited about arcade games and web animations aren't ready for quaternions and inertia tensors, and I want to use their excitement to increase their skills to the point where they'll be ready for 3D in another course.
Even physics majors can graduate without ever learning how to compute 3D rotation dynamics for classical mechanics, so I don't see that as a requirement for sophomores in a non-major CS course!
Y = Up
As any graphics programmer knows, there's one seemingly trivial choice in 2D that comes back to cause problems throughout development. Does the y-axis (vertical) increase downward, as in windowing systems, image editing programs, and text coordinates, or upward as is conventional in graphs and 3D systems?For 2D game programming I've usually chosen downward to reduce opportunities for bugs when working with mouse and touch events and so that pixel coordinates picked out in Photoshop match what the renderer is outputting. This also makes the axes textures (image sprites) being read match the output being written. However, this creates opportunities for error in direction of rotation, trigonometry (cos, sin) and vector cross products.
I think that for simulation it is more important to avoid the latter confusion, so y = up is my choice for this course and I'll have to adapt the underlying 2D platform's coordinate system.
Mathematics
Computational dynamics applies mathematics in a way that builds intuition for abstract concepts, such as vector bases and differential equations. It also introduces fundamental numerical algorithms that underly all applications in scientific and economic simulation. A simulation course is a good way to solidify and expand existing mathematics knowledge and tie it to discrete computation.What is the right level of math to require for incoming students? It would be possible to learn/teach dynamics without calculus. However, the equations would be more complicated and obscure their fundamental structure...and you'd end up reinventing calculus along the way, regardless.
It would be really easy to teach dynamics to students who have already mastered of linear algebra, differential equations, and Newtonian mechanics. However, the only undergraduates with such knowledge are junior and senior mathematics majors.
Typical equations encountered in dynamics algorithms. While the compact notation may be intimidating at first, the key mathematical tools are just integrals and derivatives in 2D spaces. |
Multivariable calculus seems like the right prerequisite for an animation course. 60% of all students at Williams College take multivariable (Math 150/151), and almost all science majors. Limiting the math prerequisite keeps the course accessible to many students while ensuring that everyone who enrolls is already comfortable with 2D spaces and time varying quantities. The linear algebra required for 2D animation (essentially, vector operations and working with matrices up to rank 4, for splines) can be learned piecemeal as the course progresses, and differential equations can be alluded to without explicit discussion. I assume that many students exited their calculus courses without perfect recall and understanding, so I'd review (or introduce) some topics early in the course at their first application:
- Taylor polynomials
- Derivation of the derivative
- Derivation of the Riemann integral
- Definite vs. indefinite integrals
- Independent and dependent variables; the chain rule
- First fundamental theorem of calculus
- Area vs. line integrals
- Partial derivatives
- L'Hopital's rule
- Gradient and divergence
Development Platform
I want assignments to produce attractive, real-time, interactive results that can be easily shared. This makes them enjoyable and intuitive to develop and makes the course self-advocating to future students.The Box2D Example in codeheart.js |
Javascript is a good graphics prototyping tool. It is accessible, since every student computing platform has a JS and WebGL-enabled browser, from Windows/Mac desktop to mobile to Linux. So, everyone can access it and can easily show results on like.
Javascript is interpreted, avoiding the development overhead of compilation and linking. Browsers provide an inspection console, debuggers, and profilers. It has a fairly sparse syntax and lots of useful libraries, including a nice Box2D implementation. Javascript's weaknesses on data (no file system, no easy way to embed files) and systems programming (no operator overloading, static typing, or language-level import) are less limiting for small, procedural animations than for other assignments.
Most of our students are currently facile in Java and can learn Python quickly. Unfortunately, Java's an awkward language for lightweight animation because it is buried in boilerplate syntax, binds awkwardly to graphics APIs, and is increasingly unsupported on the web.
Python has a relatively beautiful syntax and even offers operator overloading. Unfortunately, its graphics and physics API libraries are even more limited than Java's, and the web is largely unavailable to it. In the long run, I hope to see a stable and well-supported Python to asm.js compilation path emerge, and nice WebGL and Box2D bindings for it. For those interested in using Python for an animation course, I suspect that using the PyGame framework for handling graphics and UI. Some simple physics examples are available using it.
C++ and OpenGL or Vulkan is probably not a viable combination for a 200-level course at my institution, given the students' lack of experience working at such a low level or with such powerful (and thus "dangerous") tools.
I could imagine using Processing. However, my hunches are that the cross-language compilation step would confuse students when writing more complex simulations (it has in the past when I used it for game programming) and that I'm going to want direct access to GPU pixel shaders for fluid simulation.
P_malin's Shader Rally |
Topics
Below I list some topics in a cumulative order, where the later ones build on ideas developed earlier. The list contains about twice as much content as I'd be able to cover with projects in a 12-week semester. So, I'd likely describe articulated sprite topics in lecture or readings but avoid assigning a programming project on them. At a school with a longer semester or for a slightly higher-level course those would be great topics to invite students to explore through implementation.
Sprite Animation
- The Phi phenomenon
- Flip-book animation
- Discretizing space and time: pixels and frames
- Animation vs. simulation vs. display rates
- The coordinate system
- Immediate mode vs. retained mode graphics APIs
- Polling vs. event-driven user input
- Spritesheets
- Thinking with vectors
- Distance between points
- Point in polygon intersection detection
- Rectangle-rectangle intersection (collision) detection
Sample project and resources:
- Make a simple animated, moving character
- codeheart.js Knight demo
- Nice Javascript sprite tutorial
Ballistic Motion
- Newton's laws of motion
- State space
- Derivatives and integrals review
- [Simulation as an ordinary differential equation]
- Numerical integration
- Taylor expansion review
- Order of error
- Euler (Forward, backward)
- Runga-Kutta (2nd + 4th order)
- Verlet
- Point-disk intersection
- Disk-disk intersection
- Penalty forces
- Impulses
- Particles
- Structure of arrays vs. array of structures
- SIMD vs. Arrays
Sample projects and resources:
- Make a character that moves in the presence of gravity (platformer)
- Make a particle system
- CG:PP chapter 35, first half
- codeheart.js "Physics" demo
- codeheart.js Warrior Princess demo
- Reeve's Particle Systems paper
- Witkin & Baraff's SIGGRAPH course notes, sections A-C [HTML version]
- Jarrod Overson's article
- Javascript RK4
- Derivation of Verlet integrator
- Leapfrog integration
- [Verlet, L. "Computer experiments on classical fluids. I. Thermodynamical properties of Lennard-Jones molecules", Phys. Rev., 159, 98-103 (1967).]
Intelligent and Emergent Behavior
- Interpolation and extrapolation
- Splines
- Flocking, herding, and schooling
- Constraint systems
- Mass-spring systems
- Hooke's law
- Damping and oscillation
- Spring "motors" and prismatic joints
- Meshes
- Cloth simulation
The now-defunct Sodaplay app |
Sample projects and resources:
- Build a top-down animal simulation with predators and prey
- Build a modern version of Decarlo's xspringies and Sodaplay
- Craig Reynold's "Boids" SIGGRAPH paper
- Verlet cloth
- Karl Sims' Evolving virtual creatures
- Interpolation and splines GDC notes
- All you need is force: a constraint-based approach for rigid body dynamics in computer animation, Kees van Overveld and Bart Barenbrug, Computer Animation and Simulation 1995
- Meshless Deformations Based on Shape Matching, Matthias Muller, Bruno Heidelberger, Matthias Teschner, and Markus Gross, SIGGRAPH 2005
- Smooth Rotation Enhanced As-Rigid-As-Possible Mesh Animation, Zohar Levi and Craig Gotsman, IEEE TVCG 2003
Rigid Bodies
Angry Birds built a game brand empire from rigid body simulation |
- Conservation of momentum
- Disk-rectangle collisions
- Polygon-polygon collisions
- Minkowski sums
- Torque
- Moment of inertia
- Friction
- Elasticity
- Working with rigid body APIs
- Revolute and "world" joints
- codeheart.js Box2D demo
- CG:PP chapter 35
- MIT moments of inertia
- Nonconvex Rigid Bodies with Stacking, Eran Guendelman, Robert Bridson, Ronald Fedkiw, SIGGRAPH 2003
Articulated Sprite Animation
- Articulated rigid body, relative reference frames
- Joint forces and constraints
- "Ragdoll"
- Splines
- Bones
- Inverse kinematics
- Spriter
- Inverse kinematics
- Real-time motion retargeting to highly varied user-created morphologies ("the Spore paper"), Hecker et al., SIGGRAPH 2008
Cellular Automata ("Voxels")
A falling sand game |
- Conway's Game of Life
- Falling sand
- Minecraft
Sample projects and resources:
- Implement a falling sand game
- Cellular Automata for Physical Modelling, Tom Forsyth, Game Programming Gems 3, 2001 (page 200)
- Jos Stam's stable fluids
- The Making Of Dwarf Fortress (page 9), John Harris, Gamasutra, 2008 (focus on the hard case of volume-preserving water; check out recent results in Voxel Quest and speculate about how that system might work)
Fluid Dynamics
- Drag forces
- Cellular automata fluids
- Smoke
- Compressibility
- Pressure
- Pressure systems for cellular automata
- Viscosity
- Adhesion
- Wave dynamics
- Particle system fluids
- Smoothed particle hydrodynamics
Sample projects and resources:
- Make a shallow-water top-down simulation, with boats and islands
- Make a cellular automata side-view simulation with incompressible fluids
- Jos Stam's Stable Fluids
- Navier-stokes
- Navier-stokes demo
- SPH for games
- Multiresolution particle-based fluids, Richard Keiser, Bart Adams, Philip Dutre, and Leonidas Guibas, Technical Report, ETH Zurich, 2007
- Adaptive particles
- Real-time Eulerian water simulation using a restricted tall cell grid, Nuttapong Chentanez and Matthias Muller, SIGGRAPH 2011
- Highly Adaptive Liquid Simulations on Tetrahedral Meshes, Ryoichi Ando, Nils Thurey, Chris Wojtan, SIGGRAPH 2013
Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and Skylanders: Superchargers for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.
quinta-feira, 28 de março de 2019
Transformers: The Game - Highly Compressed 158 MB - Full PC Game Free Download
Transformers: The Game is the name of multiple versions of a video game based on the 2007 live action film Transformers, all of which were released in North America in June 2007. Home console and PC versions were developed by Traveller's Tales for the PlayStation 2, Xbox 360, Wii, PlayStation 3 and PC. A different PlayStation Portable version was developed by Savage Entertainment.
Developer: Traveller's Tales, Nintendo DS, Vicarious Visions.
Publisher: Activision.
Features Of This Compressed Game:
Highly Compressed To 158 MB.
Easy To Install and Play With Guide.
No Game Crash Issue.
Extract and Play Available.
Full Version With Pre Activated.
100% Checked and Secure
Minimum System Requirements:
CPU: Pentium® 4 2.0GHz or Athlon® 2.0GHz or Higher Processor
RAM: 256MB of RAM (1GB for Windows® Vista)
VGA: 64 MB VRAM
DX: DirectX 9.0c
OS: Microsoft® Windows® XP/Vista
HDD: 600 MB or More Free Space
CLICK HERE TO DOWNLOAD BUTTON
How To Install This Game:
1. First Open - "Transformers - The Game.exe" Setup File.2. Now Select Which Location You Want To Save This Game ...... Default Is Your Program Files
3. Wait Few Minutes (1-2 Min)
4. All Process Will Complete Automatically.
5. After All Done You Can See a Shortcut On Desktop. (Transformers - The Game)
6. Now Click and Open The Game From Shortcut.
7. Play And Enjoy ......... :)
Feed Update
Hi guys,
If you're using RSS feed and hadn't seen any updates recently, you need to switch to feedburner for the latest news. Thanks!
http://feeds.feedburner.com/IndependentGaming
If you're using RSS feed and hadn't seen any updates recently, you need to switch to feedburner for the latest news. Thanks!
http://feeds.feedburner.com/IndependentGaming
quarta-feira, 27 de março de 2019
GTA V Magneto Script Mod
Download
***
If you want share or make videos of this mod, please use the following link as reference in description:
https://gtaxscripting.blogspot.com/2018/09/gta-v-magneto-script-mod.html
https://gtaxscripting.blogspot.com/2018/09/gta-v-magneto-script-mod.html
Thanks
***
Installation: Check this post
You NEED UPDATED ScripthookVDotNet installed and working to run my mods ;)
Recommended ped model:
https://www.gta5-mods.com/player/magneto-days-of-future-past-add-on-ped
Hotkeys
Ctrl+N - Show mods menu
For more hotkeys, check the Controls menu in the script Options menu.
Controller
Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu
Features
-Special Melee attack
-Flight
-Magnetize target attack
-Mass kill attack (grab ped weapon and shoot against him)
-EMP attack
-Stab attack
-Wind turbine smash attack
-Bullet shield
-Bullet shield shoot bullets back attack
-Steal peds weapons and shoot
-Grab entities and smash (vehicles and metal peds only) or throw them
-Lift entities and throw
-Link entities together
-Grab peds by neck and throw
-Grab or lift distant planes/helicopters
-Grab wind turbines
-Attach wind turbines together creating a monster turbine
-Derail trains
-Stab peds with signs and small poles
-Smash targets with wind turbine
-Attach vehicles to wind turbine blades
-Grab small gas pump machines
-Grab big gas tanks
-Grab lot of different metals
-Customize metals list and behavior using the Manager (check script options menu)
-Spawn Enemy, ally and killer
and more.
For the stab attack: Aim at the bottom of a Sign (or one of those parking things), when the target indicator appears, press Q to grab, aim at a ped (red target) and press Attack (left mouse button) to stab that ped.
Obs.: If you simple press the Grab button the script will lift the entity above magneto's head, if you hold Grab button the script will hold the entity keeping the distance and you can move it moving camera.
To steal a ped gun, aim at ped head, a white indicator will appear instead of a red indicator.
The Metal things Manager
With this tool you can fly around with the Magneto with the special vision on (press X) and set new
metal things to use with the mod, when a metal thing is set a light will appear on it and the description of what kind of metal it is for the script, you can aim at a entity and press Enter to change his type.
There is lot of types that i didn't codded yet, the ones that really matters now are the "Stab thing small", "Gas pump", "Gas tank big" and the "Wind Turbine".
When you set a entity to "Stab thing small", it will behave like a street Sign and you will be able to stab peds with that entity
When setting a entity as "Gas pump" or "Gas tank big" it will explode on impact, the difference between is the collision area, so, for small objects you should use "Gas pump"
The "Wind Turbine" type is for the game wind turbines only, i didn't tested with other props and probably the result will be weird.
Credits
JulioNIB
ASI Loader + ScripthookV by Alexander blade
ScriptHookVDotNet by Crosire
Screens
Assinar:
Postagens (Atom)