Chapter 5 of the lecture Game Programming taught at HAW Hamburg.
Introduction to continuous integration, API documentation generation, analytics, static code analysis and crash dump analysis.
Scrum - but... Agile Game Development in Small TeamsNick Pruehs
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like the Product Owner, Development Team, and Scrum Master. The Scrum process involves sprints, daily stand-ups, sprint planning and reviews. It also introduces an example game development team called Astro City working with Scrum.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
Game Programming 06 - Automated TestingNick Pruehs
Chapter 6 of the lecture Game Programming taught at HAW Hamburg.
Introduction to unit testing, integration testing, mocking and test-driven development in games.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
This document discusses component-based entity systems for game development. It describes the disadvantages of inheritance-based models, including deep class hierarchies that are difficult to develop, maintain and extend. It then introduces an aggregation-based approach using entities composed of independent components. This approach favors composition over inheritance and improves extensibility. Finally, it describes entity system architectures where components contain data and systems contain logic, improving performance, serialization and other capabilities. Overall it advocates for entity systems as an easier way to build, maintain and extend game object models.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
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.
Neutron is one of the most important and challenging OpenStack projects. Getting started as a Neutron contributor will put you at the center of the OpenStack revolution. In this session you will get an overview of the Neutron architecture and the tools (Git, Gerrit, Launchpad, Jenkins) you'll need to know to start contributing. We will also walk you through the development process from new feature proposal, to coding best practices, to change testing before submitting, and finally how to handle the review process and community interaction. By the end, you will be ready to start hacking on Neutron.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
Game Programming 02 - Component-Based Entity SystemsNick Pruehs
The document discusses component-based entity systems for building game object models. It outlines some drawbacks of inheritance-based approaches, such as deep class hierarchies leading to call order issues. It then introduces an aggregation-based approach using entities, components, and systems. Entities are simple IDs, with all data and logic contained in independent, reusable components. Systems operate on components to implement game functionality without coupling. This approach has advantages like easy extensibility and multi-threading. Blueprints and attribute tables are discussed as ways to configure entities using components and data at runtime.
This document discusses component-based entity systems for game development. It describes the disadvantages of inheritance-based models, including deep class hierarchies that are difficult to develop, maintain and extend. It then introduces an aggregation-based approach using entities composed of independent components. This approach favors composition over inheritance and improves extensibility. Finally, it describes entity system architectures where components contain data and systems contain logic, improving performance, serialization and other capabilities. Overall it advocates for entity systems as an easier way to build, maintain and extend game object models.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
Maximize Your Production Effort (English)slantsixgames
This document discusses how to maximize production efficiency through efficient content authoring tools and pipelines for inter-studio asset development. It covers topics like infrastructure, content authoring, data conversion, game runtime considerations, and asset sharing. The key recommendations are to identify and reduce latency throughout the production pipeline, automate processes as much as possible, prioritize tool and workflow improvements, and treat outsourcing partners like internal team members to maximize output.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
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.
Neutron is one of the most important and challenging OpenStack projects. Getting started as a Neutron contributor will put you at the center of the OpenStack revolution. In this session you will get an overview of the Neutron architecture and the tools (Git, Gerrit, Launchpad, Jenkins) you'll need to know to start contributing. We will also walk you through the development process from new feature proposal, to coding best practices, to change testing before submitting, and finally how to handle the review process and community interaction. By the end, you will be ready to start hacking on Neutron.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
Game Programming 02 - Component-Based Entity SystemsNick Pruehs
The document discusses component-based entity systems for building game object models. It outlines some drawbacks of inheritance-based approaches, such as deep class hierarchies leading to call order issues. It then introduces an aggregation-based approach using entities, components, and systems. Entities are simple IDs, with all data and logic contained in independent, reusable components. Systems operate on components to implement game functionality without coupling. This approach has advantages like easy extensibility and multi-threading. Blueprints and attribute tables are discussed as ways to configure entities using components and data at runtime.
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
The design and rules of games constantly change during development, invalidating your carefully engineered software from day to day. Entity systems are a great approach for getting rid of the many drawbacks of inheritance-based game models like the “diamond of death”, moving on to a much more flexible aggregation-based model which has been popular since Gas Powered Games’ Dungeon Siege.
Entity System Architecture with Unity - Unite Europe 2015Simon Schmid
Entity System Architecture with Unity - Unite Europe 2015
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
Designing an actor model game architecture with PonyNick Pruehs
Introduction to Pony, actor model, reference capabilities and making concurrent DirectX games with Pony.
Presented at MVP Fusion #3.
http://mvpfusion.azurewebsites.net/
ECS architecture with Unity by example - Unite Europe 2016Simon Schmid
Simon Schmid (Wooga) and Maxim Zaks explain how the introduction of strict ECS architecture in Unity helped them to achieve easy to test, robust and scalable game logic. It also helped them to extract this logic and run it on a server. At Unite Europe 2015 they introduced their Open Source project Entitas-CSharp (https://github.com/sschmid/Entitas-CSharp), which helped them achieve all the benefits they listed before. This year they present an example which explains how ECS and Unity can co-exist and empower developers to have a clean, scalable and testable architecture. They cover the following topics: User Input, Integration with Unity Collision System, Reactive UI, Re-Playable games
Clean, fast and simple with Entitas and Unity - Unite Melbourne 2016Simon Schmid
This document discusses using an entity component system architecture with Entitas, an open source C# entity component system framework for Unity. It explains that Entitas keeps data separate from behavior using data-only components, and organizes game logic into systems. This results in code that is clean, fast and simple to work with. The document provides examples of how movement logic can be handled within a system in Entitas, and demonstrates that Entitas uses less memory and CPU than the default Unity object model. It positions Entitas as a viable alternative for organizing game code in a consistent and modular way.
Software construction is an exercise in managing complexity, more so with the spiralling complexity required by modern games. Automated Testing is an industry proven methodology to deliver more reliable complex software, with a fighting chance to do it on time and on budget. And having fun doing so. Crytek is spearheading this idea in the game industry with its flagship title, and now sharing the experience with you: best practices, potential pitfalls, To-Do’s and No-No’s will be shown with real examples of unit testing game code using its proprietary testing framework and tools. Functional Testing and acceptance testing will also be touched on as a viable way of describing and checking game design requirements. And take automated testing to the next level.
This document discusses the names of 5 magazines and why they chose those names. Vibe focuses on music and describes the vibe of songs. Contents provides insights into films and songs. Empire reviews new films each week and explores the empire of films. Talk sport reports on upcoming and recent sporting events. Glamour covers the latest fashion trends.
This document discusses the senses of taste and smell (chemosenses). It notes that chemosenses provide survival value by allowing animals to detect chemicals in the air and dissolved in saliva. While some molecules can have similar structures but different smells, others can have different structures but be identified as the same smell. The human nose contains over 350 types of olfactory receptors that each detect particular odor groups. Taste is detected on the tongue by taste buds in specific areas. Both taste and smell involve complex neural processing and perception.
The Next Mainstream Programming Language: A Game Developer's Perspectivekfrdbs
Keynote at POPL 2006 by Tim Sweeney, Epic Games
Abstract:
Game developers have long been early adopters of new technologies. This is so because we are largely unburdened by legacy code: With each new hardware generation, we are free to rethink our software assumptions and develop new products using new tools and even new programming languages. As a result, games are fertile ground for applying academic advances in these areas.And never has our industry been in need of such advances as it is now! The scale and scope of game development has increased more than ten-fold over the past ten years, yet the underlying limitations of the mainstream C/C++/Java/C# language family remain largely unaddressed.The talk begins with a high-level presentation of the game developer's world: the kinds of algorithms we employ on modern CPUs and GPUs, the difficulties of componentization and concurrency, and the challenges of writing very complex software with real-time performance requirements.The talk then outlines the ways that future programming languages could help us write better code, providing examples derived from experience writing games and software frameworks that support games. The major areas covered are abstraction facilities -- how we can use them to develop more extensible frameworks and components; practical opportunities for employing stronger typing to reduce run-time failures; and the need for pervasive concurrency support, both implicit and explicit, to effectively exploit the several forms of parallelism present in games and graphics.
This document discusses various development tools including version control systems, debuggers, profilers, emulators, documentation generators, and bug tracking software. It provides examples of specific tools for different programming languages and environments like Git, DoxyGen, Jira, and Xcode. The document also covers topics like build systems, static analysis, logging, and using scripts and simulations to aid the development process.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
The document discusses Miguel de Icaza's work on Mono and .NET technologies. It provides an overview of Mono components for server and client development as well as third party integrations. It also discusses Mono's C# interpreter and using Mono technologies to improve game development performance and productivity.
Debugging is an important part of the software development process that helps developers write more reliable code. There are several tools available for debugging .NET applications, including Visual Studio and Debugging Tools for Windows. Some basic debugging tasks involve setting breakpoints, stepping through code, examining variables and call stacks, and understanding memory usage and threads. Postmortem debugging techniques like dump file analysis can help debug problems that occur in production environments where live debugging is not possible.
The document discusses various .NET debugging techniques, including:
1. The importance of debugging and the tools available for debugging .NET applications, such as Visual Studio and Debugging Tools for Windows.
2. Basic debugging tasks like setting breakpoints, stepping through code, and examining variables and call stacks.
3. Advanced techniques like debugging managed code, threads, and memory issues.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document discusses the need for a new mainstream programming language from the perspective of game developers. It outlines the typical processes, challenges, and types of code involved in game development. Key points are that current languages fail at concurrency, reliability, and performance when developing modern, complex games. A new language is needed that enables safe concurrency, eliminates common bugs through strong typing, and supports parallelism across CPUs and GPUs.
The Next Mainstream Programming Language: A Game Developer’s Perspectiveguest4fd7a2
Tim Sweeney\'s talk at the Symposium on Principles of Programming Languages 2006. Tim is the founder of Epic Games and the lead architect of the Unreal series of engines
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
[CCP Games] Versioning Everything with PerforcePerforce
How far can you take versioning everything in and around your product? How far should you take it? This man says that you should take it all the way—and he has hard-won lessons from the MMO game development and operation of EVE Online and Dust 514 to share with you.
Anthony newman y1 gd engine_terminologyvvvvvanthonynewman
This document contains a glossary of terms related to video game design produced by a student at Salford City College. It includes over 30 terms commonly used in video game development with short definitions sourced from online references. For each term, the student provided a short description of how the term relates to their own work and an image or video demonstrating the term in a game when possible.
Open Source Tools and the Software Engineering ProcessSteve Arnold
Open source tools can be used throughout the software engineering process, including configuration management, documentation, static and dynamic analysis, modeling, and more. The document discusses tools for source code processing, project management, and static analysis. It provides examples of using tools like Doxygen, SLOCCount, CCCC, Eclipse, and PMD to configure, document, and analyze Java code.
Handling Many Platforms with a Small Development TeamDietmar Hauser
The document discusses strategies for handling game development across multiple platforms with a small team. It recommends sharing as much code as possible between platforms while separating code that cannot be shared well. It also suggests using tools like continuous integration, unit testing, and static code analysis to help manage a multi-platform codebase with few resources. Automating asset conversion and certification testing is also advised to streamline the process.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
Unreal Engine Basics 05 - User InterfaceNick Pruehs
Fifth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding the difference between Unreal’s UI frameworks Slate and UMG
- Learning how to create basic and complex user interfaces in UMG
- Learning how to build a simple main menu
Forth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with behavior trees in general
- Learning how to set up and use behavior trees in Unreal Engine
- Learning about the very basics of the Unreal Engine navigation system
Third chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Learning how to expose class fields and functions to blueprints
- Writing basic Unreal gameplay code, such as spawning actors, accessing components and listening for events
- Getting familiar with gameplay concepts in the context of Unreal, such as damage and collision
Second chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with the Unreal Level Editor
- Learning how to bind and handle player keyboard and mouse input
- Understanding character movement properties and functions
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
This document provides an overview of version control systems and how to use Git. It discusses local and centralized version control before focusing on distributed version control with Git. The document then demonstrates how to install Git and SourceTree, create a GitHub account, add and commit files to a repository, pull and push changes, view history and more. It also covers advanced Git topics like branching, merging, and divergent histories.
Tool Development 10 - MVVM, Tool ChainsNick Pruehs
Chapter 10 of the lecture Tool Development taught at SAE Institute Hamburg.
Introduction to the MVVM pattern and advanced data binding concepts such as data conversion and data validation.
Data Virtualization: Bringing the Power of FME to Any ApplicationSafe Software
Imagine building web applications or dashboards on top of all your systems. With FME’s new Data Virtualization feature, you can deliver the full CRUD (create, read, update, and delete) capabilities on top of all your data that exploit the full power of FME’s all data, any AI capabilities. Data Virtualization enables you to build OpenAPI compliant API endpoints using FME Form’s no-code development platform.
In this webinar, you’ll see how easy it is to turn complex data into real-time, usable REST API based services. We’ll walk through a real example of building a map-based app using FME’s Data Virtualization, and show you how to get started in your own environment – no dev team required.
What you’ll take away:
-How to build live applications and dashboards with federated data
-Ways to control what’s exposed: filter, transform, and secure responses
-How to scale access with caching, asynchronous web call support, with API endpoint level security.
-Where this fits in your stack: from web apps, to AI, to automation
Whether you’re building internal tools, public portals, or powering automation – this webinar is your starting point to real-time data delivery.
Introduction and Background:
Study Overview and Methodology: The study analyzes the IT market in Israel, covering over 160 markets and 760 companies/products/services. It includes vendor rankings, IT budgets, and trends from 2025-2029. Vendors participate in detailed briefings and surveys.
Vendor Listings: The presentation lists numerous vendors across various pages, detailing their names and services. These vendors are ranked based on their participation and market presence.
Market Insights and Trends: Key insights include IT market forecasts, economic factors affecting IT budgets, and the impact of AI on enterprise IT. The study highlights the importance of AI integration and the concept of creative destruction.
Agentic AI and Future Predictions: Agentic AI is expected to transform human-agent collaboration, with AI systems understanding context and orchestrating complex processes. Future predictions include AI's role in shopping and enterprise IT.
Jeremy Millul - A Talented Software DeveloperJeremy Millul
Jeremy Millul is a talented software developer based in NYC, known for leading impactful projects such as a Community Engagement Platform and a Hiking Trail Finder. Using React, MongoDB, and geolocation tools, Jeremy delivers intuitive applications that foster engagement and usability. A graduate of NYU’s Computer Science program, he brings creativity and technical expertise to every project, ensuring seamless user experiences and meaningful results in software development.
Create Your First AI Agent with UiPath Agent BuilderDianaGray10
Join us for an exciting virtual event where you'll learn how to create your first AI Agent using UiPath Agent Builder. This session will cover everything you need to know about what an agent is and how easy it is to create one using the powerful AI-driven UiPath platform. You'll also discover the steps to successfully publish your AI agent. This is a wonderful opportunity for beginners and enthusiasts to gain hands-on insights and kickstart their journey in AI-powered automation.
New Ways to Reduce Database Costs with ScyllaDBScyllaDB
How ScyllaDB’s latest capabilities can reduce your infrastructure costs
ScyllaDB has been obsessed with price-performance from day 1. Our core database is architected with low-level engineering optimizations that squeeze every ounce of power from the underlying infrastructure. And we just completed a multi-year effort to introduce a set of new capabilities for additional savings.
Join this webinar to learn about these new capabilities: the underlying challenges we wanted to address, the workloads that will benefit most from each, and how to get started. We’ll cover ways to:
- Avoid overprovisioning with “just-in-time” scaling
- Safely operate at up to ~90% storage utilization
- Cut network costs with new compression strategies and file-based streaming
We’ll also highlight a “hidden gem” capability that lets you safely balance multiple workloads in a single cluster. To conclude, we will share the efficiency-focused capabilities on our short-term and long-term roadmaps.
Cyber Security Legal Framework in Nepal.pptxGhimire B.R.
The presentation is about the review of existing legal framework on Cyber Security in Nepal. The strength and weakness highlights of the major acts and policies so far. Further it highlights the needs of data protection act .
Adtran’s SDG 9000 Series brings high-performance, cloud-managed Wi-Fi 7 to homes, businesses and public spaces. Built on a unified SmartOS platform, the portfolio includes outdoor access points, ceiling-mount APs and a 10G PoE router. Intellifi and Mosaic One simplify deployment, deliver AI-driven insights and unlock powerful new revenue streams for service providers.
Securiport is a border security systems provider with a progressive team approach to its task. The company acknowledges the importance of specialized skills in creating the latest in innovative security tech. The company has offices throughout the world to serve clients, and its employees speak more than twenty languages at the Washington D.C. headquarters alone.
Agentic AI - The New Era of IntelligenceMuzammil Shah
This presentation is specifically designed to introduce final-year university students to the foundational principles of Agentic Artificial Intelligence (AI). It aims to provide a clear understanding of how Agentic AI systems function, their key components, and the underlying technologies that empower them. By exploring real-world applications and emerging trends, the session will equip students with essential knowledge to engage with this rapidly evolving area of AI, preparing them for further study or professional work in the field.
ELNL2025 - Unlocking the Power of Sensitivity Labels - A Comprehensive Guide....Jasper Oosterveld
Sensitivity labels, powered by Microsoft Purview Information Protection, serve as the foundation for classifying and protecting your sensitive data within Microsoft 365. Their importance extends beyond classification and play a crucial role in enforcing governance policies across your Microsoft 365 environment. Join me, a Data Security Consultant and Microsoft MVP, as I share practical tips and tricks to get the full potential of sensitivity labels. I discuss sensitive information types, automatic labeling, and seamless integration with Data Loss Prevention, Teams Premium, and Microsoft 365 Copilot.
GDG Cloud Southlake #43: Tommy Todd: The Quantum Apocalypse: A Looming Threat...James Anderson
The Quantum Apocalypse: A Looming Threat & The Need for Post-Quantum Encryption
We explore the imminent risks posed by quantum computing to modern encryption standards and the urgent need for post-quantum cryptography (PQC).
Bio: With 30 years in cybersecurity, including as a CISO, Tommy is a strategic leader driving security transformation, risk management, and program maturity. He has led high-performing teams, shaped industry policies, and advised organizations on complex cyber, compliance, and data protection challenges.
Exploring the advantages of on-premises Dell PowerEdge servers with AMD EPYC processors vs. the cloud for small to medium businesses’ AI workloads
AI initiatives can bring tremendous value to your business, but you need to support your new AI workloads effectively. That means choosing the best possible infrastructure for your needs—and many companies are finding that the cloud isn’t right for them. According to a recent Rackspace survey of IT executives, 69 percent of companies have moved some of their applications on-premises from the cloud, with half of those citing security and compliance as the reason and 44 percent citing cost.
On-premises solutions provide a number of advantages. With full control over your security infrastructure, you can be certain that all compliance requirements remain firmly in the hands of your IT team. Opting for on-premises also gives you the ability to design your infrastructure to the precise needs of that team and your new AI workloads. Depending on the workload, you may also see performance benefits, along with more predictable costs. As you start to build your next AI initiative, consider an on-premises solution utilizing AMD EPYC processor-powered Dell PowerEdge servers.
Jira Administration Training – Day 1 : IntroductionRavi Teja
This presentation covers the basics of Jira for beginners. Learn how Jira works, its key features, project types, issue types, and user roles. Perfect for anyone new to Jira or preparing for Jira Admin roles.
Maxx nft market place new generation nft marketing placeusersalmanrazdelhi
PREFACE OF MAXXNFT
MaxxNFT: Powering the Future of Digital Ownership
MaxxNFT is a cutting-edge Web3 platform designed to revolutionize how
digital assets are owned, traded, and valued. Positioned at the forefront of the
NFT movement, MaxxNFT views NFTs not just as collectibles, but as the next
generation of internet equity—unique, verifiable digital assets that unlock new
possibilities for creators, investors, and everyday users alike.
Through strategic integrations with OKT Chain and OKX Web3, MaxxNFT
enables seamless cross-chain NFT trading, improved liquidity, and enhanced
user accessibility. These collaborations make it easier than ever to participate
in the NFT ecosystem while expanding the platform’s global reach.
With a focus on innovation, user rewards, and inclusive financial growth,
MaxxNFT offers multiple income streams—from referral bonuses to liquidity
incentives—creating a vibrant community-driven economy. Whether you
'
re
minting your first NFT or building a digital asset portfolio, MaxxNFT empowers
you to participate in the future of decentralized value exchange.
https://maxxnft.xyz/
2. Objectives
• To understand the importance of improved workflows
• To get an idea of which kinds of useful tools are out there
• To learn how to integrate tools into your daily workflow
2 / 43
3. Automated Builds
• Allow you to create nightly releases of your current game version
• Automate any pre- and post-build steps required for creating new
builds
• Track build successes and failures and their reasons
• Provide access to previous builds (history)
• Can parameterize build input and output
3 / 43
6. Typical Build Steps
• Accessing source control
▪ Syncing working copy
▪ Creating tags
• Writing version numbers
• Performing the actual build
• Packaging the build result
• Publishing the game on a build page
• Running unit tests
• Sending email notifications
6 / 43
9. API Documentation
• Can be automatically generated from properly formatted source
code comments
• Output format may vary (usually HTML)
• Tools are available for all major object-oriented languages (Javadoc,
Sandcastle, Doxygen)
9 / 43
19. Analytics in Games
• Track the origin, device and operation system of your players
• Track user engagement
▪ Retention
▪ A/B testing
• Track monetization success
• Track performance
▪ Framerate
▪ Crashes
19 / 43
20. Analytics in Games
• Involve many key questions
▪ What to track
▪ How to track (who, what, where, when)
▪ How to analyze data
• Enough material for a whole different course
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22. Analytics in Games
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Game Analytics API Call
private void OnVictory(Event e)
{
var victoryData = (VictoryEventData)e.EventData;
var eventKey = string.Format
("Level:Victory:{0}:{1}", this.currentLevel, victoryData.Type);
GA.API.Design.NewEvent(eventKey);
}
25. Consistent Code Style
• StyleCop analyzes C# source code to enforce a set of style and
consistency rules
• Helps developers avoid common pitfalls and mistakes
• Settings file can be checked in to version control
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36. Hint
Setting up tools will always take
the same time.
Thus, the earlier you set up your
tools, the greater your benefit!
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37. Crash Dump Analaysis
• Sadly, even released games and tools will sometimes crash
• Windows can automatically generate a minidump whenever a
program throws an unhandled exception
▪ Loaded modules
▪ Thread information
▪ Current call stack
• These can be loaded and debugged in Visual Studio
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38. Crash Dump Analaysis
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C:Program FilesProcdump>procdump.exe -ma -i D:TempDumps
ProcDump v7.0 - Writes process dump files
Copyright (C) 2009-2014 Mark Russinovich
Sysinternals - www.sysinternals.com
With contributions from Andrew Richards
Set to:
HKLMSOFTWAREMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = 1
(REG_SZ) Debugger = "C:Program FilesProcdumpprocdump.exe" -accepteula -ma
-j "D:TempDumps" %ld %ld %p
Set to:
HKLMSOFTWAREWow6432NodeMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = 1
(REG_SZ) Debugger = "C:Program FilesProcdumpprocdump.exe" -accepteula -ma
-j "D:TempDumps" %ld %ld %p
ProcDump is now set as the Just-in-time (AeDebug) debugger.
39. Crash Dump Analaysis
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C:Program FilesProcdump>procdump.exe -u
ProcDump v7.0 - Writes process dump files
Copyright (C) 2009-2014 Mark Russinovich
Sysinternals - www.sysinternals.com
With contributions from Andrew Richards
Reset to:
HKLMSOFTWAREMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = <deleted>
(REG_SZ) Debugger = "C:WINDOWSsystem32vsjitdebugger.exe" -p %ld -e %ld
Reset to:
HKLMSOFTWAREWow6432NodeMicrosoftWindows NTCurrentVersionAeDebug
(REG_SZ) Auto = <deleted>
(REG_SZ) Debugger = "C:WINDOWSsystem32vsjitdebugger.exe" -p %ld -e %ld
ProcDump is no longer the Just-in-time (AeDebug) debugger.
45. 5 Minute Review Session
• Which steps can be automated using a build server?
• How can API documentation be generated automatically?
• Which data can be tracked by analytics?
• How can you enforce a consistent code style within your team?
• Which tools can help you to detect code quality issues?
• How can you debug applications that crashed outside of Visual
Studio?