quinta-feira, 23 de maio de 2019

Life Lessons From PUBG

PUBG. The first thing that comes in mind after listening to it is a battle-royale game. But PUBG has some connection to real life. We can learn many things from PUBG. PUBG can motivate us a lot. Below given are 20 life lessons that we can learn from PUBG:


pubg motivation
Motivation from PUBG

1. The blue zone is just an illusion. Life never gives a second chance. If anyone goes away from this world, then the person never returns.

            We know that once we are killed, we cannot return to the game. Though how much rich we are, we should accept that we are dead and no one in this world can save us.

2. Nothing is yours in this world. After your death, the scopes, weapons, clothes etc. that you collected in your life will remain here. 

         What is the meaning of life if we don't enjoy it? There are more things to do in life than just running after something!

3Never underestimate your enemies. You can never know who can kill you, at what time and where.

        So don't underestimate your enemies and prepare to beat them before they beat you.

4. The more resources we have, the more we survive.

       Start collecting resources and information about your enemies The more you collect, the more chances arrive that you beat them.

5. Sometimes you need others to revive yourself. So kill your ego and make your relationship stronger.

      Often people break their relations just to satisfy their ego. But relationships are far more important than our ego. Ego will make us alone in this social world.

6. It doesn't matter how strong you are. If you are not individually strong, you can lose any time.

      Teamwork is good but there will a  time when you have to fight alone. At that time if you are not individually strong, you won't live long.

7. You can never know when, how and where you can be attacked, so always be alert.

     You should be alert at all times. Enemies can attack at any moment and from anywhere. A little mistake can risk your life.

8. You have to either win or lose in your life, there is no option to run away. 

     You have to either kill the enemy or get killed. There is no option to run away. Running away proves that you are no more than a loser. 

9. Never leave your task undone or half-completed.

      Found your enemy? Just kill him or else he will kill you. Don't just let him go or he will be the cause of your death.

10. You have to kill your enemies as soon as you see them otherwise they will kill you.

      Found your enemy? Just kill him or else he will kill you. Don't just let him go or he will be the cause of your death.

11. Act or react whenever you get a chance.

     Count your actions. Act when your team needs your help. React when you find an enemy.

12. Always take calculated risks, never aim blindly.

      Take risks but don't just shoot blindly. If there is no reward for taking risks you better move away. Also, the reward should be worth the risks that you take.

13. Being in a shelter for some time will save you from enemies but to save yourself from the zone you have to get out of your comfort zone.

     Collect your weapons and equipment and just continue fighting, killing all enemies in your way. Come out of your comfort zone and achieve everything. 

14. Always try to be away from negative energy otherwise they will attack and kill you.

     Negative people will spread negativity everywhere. It is your duty to keep a distance from them. Be positive no matter what happens.

15. We should help our friends whenever they need help.

     It is also our duty to help our friends whenever they need us because if they have saved us it's our duty to pay them. 

16. Never let your enemies know your position or plans.


      Don't let your enemies know your future plans. Implement them secretly and let your success make the noise.

17. No work is completed with frustration, so try to remain cool and make quick decisions.

      Frustration and being angry is one of the reasons that you fail successively. Try to be calm and prove them wrong when you get the next chance.

18. In the last, the guy who is smartest, powerful and brave will win the chicken dinner.

        The guy who thinks smartly does proper plans and implements them correctly gets to taste the chicken dinner.

19. There is always one winner.

       You have to become that winner in order to taste chicken dinner. You have to defeat them all and become first.

20. Never depend on someone in your life. Follow your passion and show your talent to everyone in this world.

      Never depend on your friends/ family. Be independent, be strong, be unique and the world is yours.

So next time you play the game, think about it and motivate yourself. PUBG is not only a game but a motivational tool. Learn these life lessons from PUBG.

                       What motivation have you learned from PUBG? Comment us below as we are very curious to know it. 

quarta-feira, 3 de abril de 2019

RPG Party Pre-plans For Speeding Up Play


Game masters (GMs) many times ask for a marching order or character position. Other times there are questions about who is doing what action. In many situations, this is because of an immediate activity that no one could foresee. (It is also a great tool for GMs to use to bring a group of players' attention back to the table.) Knowing some of this information before a game even begins can also be helpful.

Many adventures have repeat situations that can be sped through easier with some pre-adventure planning by both the GM and the rest of the players. Here is a simple process of getting more out of the time you have at the table

Marching order for 10 foot wide hall
The Process

Identify the possible settings

The GM identifies activities that are going to be repeated regularly during the adventure. A good example of this is opening a door or chest in a dungeon crawl. There could be only a few or many more. It really depends on the adventure and the genre of the game. This can be used for a single gaming session or for setting up during multiple sessions.

Players can also identify regular events they deal with. Before we start playing, many times we'll determine if we should have a marching order or who takes which watches when camping in the outdoors. In one campaign we had a room in the dungeon we would return to for our camp and created a separate map for that location we could refer back to.

Determine character positions

Where are the characters is a regular question of many GMs? The number of times this question gets asked can be reduced with planning out recurring events. Simple ones like marching order can be made and referred to.

You can make them applicable for general activities that will be reoccurring. When doing a dungeon crawl you can build a simple map of marching order for different widths of halls. In the room we used for sleeping in the dungeon, we placed markers where everyone would be sleeping when not on watch and where the character on watch was located.

Determine character actions

Marching order 5 foot wide hall
Another item of play that can take a lot of time is repeating what characters do for similar activities. This can be used for several different scenarios that come up multiple times in a game.

One activity that gets repeated a lot that can be planned to allow quicker play is what the party does when encountering a closed door. We like to determine who has the best skills for each activity, i.e., finding traps, hearing noise, picking locks. Then we give the GM a plan for the order of activity and how the party is positioned during these events.

Allow flexibility

As the GM or as players, be ready to make adjustments to the plans. I don't think this should be done after a plan is put into action during an event, but the party and GM should work together to allow for changes based on changes taking place during play before the event is identified.

For example, the party is on a dungeon crawl and has just left a major combat that has left some of the members hurt and spell resources have been used. Before moving onto the next door, the party decides to reposition the fighter to keep her safe. Or flip it around, coming out of a heated battle the wizard still has a protection spell active and so he moves to the point position on the next door because of the added protection.

Position when opening door
Tell the story

This can be an advantage for the GM and the players.

During the adventure the party approaches a situation that has a planned action. The GM doesn't have to wait for the players to say what they are doing, or in what order. They can tell the story.

The party notices a door ahead on the left side of the hall and move forward into position. Gunther listens and doesn't hear anything and steps away from the door and Andria checks it. She doesn't find any traps, but the door is locked so she takes a moment to pick it. After she moves back, Zinther opens the door and sees two ogres turning and standing up from a table where they were eating. Roll for initiative.

Location around campfire
The concept of creating these plans is not to force the player characters into certain actions, but to allow for the repetitive events to be dealt with quickly. The same scenario above could have been; after opening the door you find a room that looks like a small dining area. The party does a quick search of the room and finds nothing. You leave and move down the hall to the next door on the right.

I also allow players to interrupt to ask for more information, or I'll give something extra to heighten the suspense of the storytelling.

Remember, no matter how you play your game it isn't wrong. It's your game. Use what works for you and your group. The object is to have fun.

If you have other ideas you use to help your game, or questions about other ideas, please share.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

terça-feira, 2 de abril de 2019

Black Friday Sale And So Much More....

Black Friday Sale! Up to 60% off select items!
 
We dug pretty deep on our discounts for this sale, so much so we offered a special discount to our retail and wholesale partners.
Speaking of retail and wholesale partners; If you have not heard, we are now warehousing and distributing our own products. WOOT!
But that's not all…. Wait for it…. We are also stocking and distributing some legacy Wargames Factory products. For now, just the WWII line, both 15mm and 28mm scales but more is on the way.
 
 
 
 
 
 
 
Soooo much going on around here I am looking forward to the Thanksgiving holiday but dreading stepping away. I hope you all have a wonderful holiday.
 
All the best!
Mark

segunda-feira, 1 de abril de 2019

FDA Codeathon


The FDA is asking coders to develop an app, see the details of the event here


 In a bid to stanch the death toll of the nation's epidemic of opioid drug use, the Food and Drug Administration is calling for the development of a cellphone app that could quickly bring lifesaving medication to the rescue of a person in the throes of a potentially deadly overdose. 

To get app designers going on their submissions, the FDA will host a "code-a-thon" on Oct. 19 and 20. Final submissions are due to the agency by Nov. 7. 
 
The submissions will be assessed for innovation, usability, functionality and adaptability by a panel of judges from the FDA, the National Institute of Drug Abuse and the Substance Abuse and Mental Health Services Administration. The highest-scoring entrant will receive an award of $40,000. And all entrants may apply for Small Business Innovation Research grants from the National Institute of Drug Abuse after the competition is over.

sexta-feira, 29 de março de 2019

Top 9 Highest Paying URL Shortener to Earn Money Online

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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.
  6. 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

  7. 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.
  8. 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

  9. 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

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\"


Check Out Early Gameplay From Legacy Of Kain Developer's New Game - IGN Games

Check Out Early Gameplay from Legacy of Kain Developer's New Game

Snorri's Pzr 4 F2 Skin In Game


The Joy Of Animation: An Undergraduate 2D Computer Animation Syllabus

From https://github.com/genekogan/FlockingBoids
I'm exploring the idea of teaching a new, mid-level course on animation in the Williams College Computer Science department. I was pleasantly surprised by just how excited my students were about animation topics in other computational graphics courses, and think it could stand alone.



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
For programming lightweight animation assignments, I lean towards Javascript, with a rendering and user input framework based on either three.js or codeheart.js. The ideal framework might be a WebGL back end for codeheart.js to combine performance and an easy-to-use 2D API.

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
It is worth noting that for experienced hackers, it is possible to prototype many animation algorithms in Shadertoy. For example, shallow water simulation, Navier-Stokes fluid, SPH fluid, 2D rigid bodies, and 3D rigid bodies. Although I'm a big fan and these are great motivating examples, Shadertoy isn't a natural or friendly programming environment for new programmers (let alone those who don't understand real-time ray tracing), so I haven't seriously considered it as a course platform.


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

  1. The Phi phenomenon
  2. Flip-book animation
  3. Discretizing space and time: pixels and frames
  4. Animation vs. simulation vs. display rates
  5. The coordinate system
  6. Immediate mode vs. retained mode graphics APIs
  7. Polling vs. event-driven user input
  8. Spritesheets
  9. Thinking with vectors
  10. Distance between points
  11. Point in polygon intersection detection
  12. Rectangle-rectangle intersection (collision) detection

Sample project and resources:

Ballistic Motion

  1. Newton's laws of motion
  2. State space
  3. Derivatives and integrals review
  4. [Simulation as an ordinary differential equation]
  5. Numerical integration
    1. Taylor expansion review
    2. Order of error
    3. Euler (Forward, backward)
    4. Runga-Kutta (2nd + 4th order)
    5. Verlet
  6. Point-disk intersection
  7. Disk-disk intersection
  8. Penalty forces
  9. Impulses
  10. Particles
  11. Structure of arrays vs. array of structures
  12. SIMD vs. Arrays

Sample projects and resources:

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
  • The now-defunct Sodaplay app
  • Cloth simulation

Sample projects and resources:

Rigid Bodies

Angry Birds built a game brand empire from rigid body simulation
  1. Conservation of momentum
  2. Disk-rectangle collisions
  3. Polygon-polygon collisions
  4. Minkowski sums
  5. Torque
  6. Moment of inertia
  7. Friction
  8. Elasticity
  9. Working with rigid body APIs
  10. Revolute and "world" joints
Sample projects and resources:

Articulated Sprite Animation

  1. Articulated rigid body, relative reference frames
  2. Joint forces and constraints
  3. "Ragdoll"
  4. Splines
  5. Bones
  6. Inverse kinematics
Sample projects and resources:

Cellular Automata ("Voxels") 

A falling sand game
  1. Conway's Game of Life
  2. Falling sand
  3. Minecraft

Sample projects and resources:


Fluid Dynamics


  1. Drag forces
  2. Cellular automata fluids
  3. Smoke
  4. Compressibility
  5. Pressure
  6. Pressure systems for cellular automata
  7. Viscosity
  8. Adhesion
  9. Wave dynamics
  10. Particle system fluids
  11. Smoothed particle hydrodynamics

Sample projects and resources:








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
 TRANSFORMERS
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 ......... :)

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