Cocos2d is a well known open source software framework on game industry. It is is a 2D game framework built upon the OpenGL ES API’s.
In this session, I will talk about a hierarchical structures of an Cocos2d node and scenes. Also Cocos2d Graphic User Interface, Physical System, Audio, Particle System and Scene Transition technique will be shown. Finally this session will show various branches of Cocos2d open source projects including Cocos2d-x, Cocos2d-Swift, Cocos2d-html5, and Cocos2d-xna.
This document summarizes a presentation about the Unity game development platform. It introduces Unity as a game engine that integrates tools for creating 3D and 2D content across platforms. It describes Unity's main components, including the game engine, editor tools, asset store, and support for multiple platforms. It provides screenshots explaining Unity's interface and gives examples of creating a simple space shooter game in Unity, including importing assets, scripting enemy behavior, using prefabs, and adding collisions and a game over scene.
The document provides instructions for creating a HoloLens application in Unity to recognize hand gestures using AirTap and Spatial Mapping. Key points:
- Unity and HoloToolkit are used to develop HoloLens applications visually using C# scripts.
- The tutorial covers placing 3D objects, adjusting camera settings, importing spatial mapping data, and creating a script to detect AirTaps using the Input Manager.
- When an AirTap is detected, the script instantiates a cube prefab and positions it 1.2m in front of the camera. It limits the number of cubes to 10 by deleting the oldest.
- The project is then built and deployed to a HoloLens for testing hand
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
This document discusses Box2D, a 2D physics engine, and how it can be used with libGDX, an open-source game development framework. It provides an overview of Box2D concepts like the world, bodies, fixtures, shapes, and joints. It also discusses how to set up a Box2D world in libGDX, create dynamic and static bodies, add fixtures to bodies, and render physics simulations. The document includes code examples for creating a Box2D world, bodies, and handling the physics step to update simulations over time.
- Tiled is an open-source editor for creating and editing tile maps for use in video games and other multimedia projects.
- LibGDX is a cross-platform game development framework that supports loading and rendering Tiled maps.
- Tiled maps can have multiple layers, tiles, and object layers for entities like the player.
- LibGDX provides classes for loading, rendering, and getting tile map data from Tiled maps to enable map navigation and collision detection in games.
The Ring programming language version 1.6 book - Part 56 of 189Mahmoud Samir Fayed
This document discusses RingFreeGLUT and OpenGL graphics libraries for the Ring programming language. It provides examples of creating windows and drawing basic shapes using these libraries. Functions like glutInit(), glutCreateWindow(), glutDisplayFunc() and OpenGL commands like glBegin(), glVertex3f(), glEnd() are used. Keyboard and resize events are also handled, and examples demonstrate rotating and changing colors of triangles.
This document provides an introduction to developing video games across multiple platforms using Unity3D and C#. It outlines downloading and installing Unity3D, exploring the Unity interface, developing games on PC and Mac, using scenes, game objects, components and scripts in Unity, and deploying games to PC, Mac, mobile, and web platforms. It also discusses additional tools that can be used and provides an overview of building a sample voxel engine game in Unity3D to demonstrate core concepts.
The Ring programming language version 1.5.2 book - Part 53 of 181Mahmoud Samir Fayed
This document discusses RingFreeGLUT, a Ring binding library for the FreeGLUT library. It provides examples of creating OpenGL windows and contexts with RingFreeGLUT, drawing basic shapes, handling events like keyboard input and window resizing, and implementing a basic 3D camera. Key concepts covered include initializing GLUT, creating windows, drawing with OpenGL, handling events, and manipulating the camera position and orientation.
This document provides an overview of using the XNA framework to create games for Windows Phone 7. It discusses that XNA is a framework for writing 2D and 3D games. It includes tools for game production and resource management. The document explains how to load game assets, create sprites, and use the XNA game class methods like LoadContent, Update, and Draw to initialize resources, update the game world, and draw to the screen. It provides an example of creating a simple game that draws a texture and moves it by updating its rectangle position in the Update method.
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
XNA is a framework for creating 2D and 3D games for Windows Phone 7. It includes tools for game development and resource management. The XNA framework provides classes to create gameplay and manage game resources like textures, models, and scripts. When an XNA game runs, it loads resources at start up, then repeatedly updates the game world based on input and draws the updated world. The core methods that drive this cycle are LoadContent, Update, and Draw. LoadContent loads resources. Update handles game logic and state changes. Draw renders the current game state to the screen.
The Ring programming language version 1.8 book - Part 56 of 202Mahmoud Samir Fayed
This document contains examples of using the Ring game engine to create sprites, animate objects, handle input events, and draw to the screen. Key aspects include:
- Creating a Game object and adding sprites to handle input events like keypress and mouse clicks to move and position sprites.
- Using the animate block to create animated sprites by changing frame and moving the sprite over time.
- Creating a map using a 2D array to represent tiles and adding input handling to allow clicking tiles to change their type.
- Creating objects that can be drawn to using OpenGL calls, with examples of drawing circles and rectangles, and handling input to move the object.
Спикер: Денис Ковалев, Software Developer в DataArt.
Тема: «Python в игровой индустрии».
«Расскажу о библиотеках и фреймворках Python, используемых для создания игр.»
О спикере: закончил физический факультет ВГУ, после чего пришел в IT, где работает уже более пяти лет. За это время успел поработать и с Perl и С/С++, и с Python и Java. Специализируется на работе с Linux и базами данных.
Видео: https://www.youtube.com/watch?v=RkcX6ZWU56s#t=2207
__
Сайт: http://www.dataart.ru/
Facebook: https://www.facebook.com/DataArt.Enjoy
Vkontakte: http://vk.com/dataart_enjoy
Twitter: https://twitter.com/DataArt_Enjoy
Introducing perf budgets on CI with puppeteer - perf.now()Önder Ceylan
The document introduces using Puppeteer to implement performance budgets on continuous integration tests. It provides examples of using Puppeteer to measure performance metrics from a page, define budgets for those metrics, and assert that the measured metrics do not exceed the defined budgets. It also demonstrates using Puppeteer and the Chrome DevTools Protocol to monitor frames per second and detect memory leaks.
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
The Ring programming language version 1.8 book - Part 122 of 202Mahmoud Samir Fayed
This document provides a summary of functions related to graphics and rendering in the SDL library. It lists over 80 functions for operations like creating OpenGL contexts, rendering textures, managing surfaces, and more. The functions allow low-level access to graphics hardware and capabilities through SDL.
Programming with Segue
Dynamic design through coding
Views and its Co-ordinates
Core animations
Picture pickers
Sound manager
Address book picker
- Hussain KMR Behestee
1. The presenter compared the graphics rendering performance of Metal to UIImageView to learn about GPU usage.
2. Metal was initially 10-20x faster than UIImageView for rendering images but was found to be slower after further analysis and optimization of the measurement code.
3. Two key problems were identified with the Metal implementation: processing on the CPU was blocking the GPU, and texture loading was a bottleneck.
4. Optimizations including combining operations, caching textures, and ensuring resources were in GPU memory improved the Metal performance.
Initially created for the Python User Group Freiburg meeting on December 11, 2013. Last updated November 2014.
Source, including codesamples, available at https://github.com/Felix11H/LaTeX-presentations-pygame_intro
Cocos2d-x C++ Windows 8 &Windows Phone 8Troy Miles
In the first of two sessions, we will explore using Cocos2d-x, a free and open source game engine. It runs on Windows, Mac OS X, and Linux and builds games for every popular phone, tablet, and desktop platform. It uses C++ to get close to metal performance and a smart and logical set of classes to make it easy.
Don't let the C++ scare you off. We are using Cocos2d-x to create fun platform games, not building complicated financial software. So long as you know at least one curly brace language you will be able to write Cocos2d-x style C++.
We will explore how to install Cocos2d-x. How to build the test apps and finally how to build your own apps specifically for Windows 8 and Windows Phone 8, but the code will run on iOS, Mac, and Android too.
The document provides details on Luis Vazquez's workflow for creating levels in a 2D game engine. It describes how he created a player sprite and object, including designing the sprite visually and coding movement controls. It also covers adding a room for testing, including setting movement boundaries. Backgrounds were added by importing images and setting parallax scrolling. Finally, the document mentions plans to create a particle system to simulate engine flames from the spaceship sprite.
The document describes a game where the player controls buckets that can move left and right. It includes code for modeling the buckets, tests to verify the buckets can move, and code for a sprite to represent the buckets on screen. It then expands on this to add a bomber that moves between random locations, drops bombs, and has its own sprite. Tests are included to verify the bomber's behavior.
The Ring programming language version 1.5.1 book - Part 48 of 180Mahmoud Samir Fayed
This document contains examples of using the Ring game engine to create sprites, animate objects, add mouse and keyboard controls, implement maps and draw objects. Code snippets show how to:
1. Create a sprite and add keyboard controls to move it left, right, up and down using keypress events.
2. Add mouse control to a sprite to move it to the mouse click location on mouse up events.
3. Add boundary and state checking to a sprite.
4. Animate a sprite, add keyboard and mouse controls, and implement movement and looping animation.
5. Create a map from a 2D array, add scrolling and mouse interaction to change map values.
6.
Game development with Cocos2d-x EngineDuy Tan Geek
This document discusses using the Cocos2d-x game engine for mobile game development. It provides an overview of Cocos2d-x, describing its cross-platform capabilities, open source nature, and modules for graphics, animation, audio, GUI, physics and more. Key classes in Cocos2d-x like Scene, Layer, Sprite, Node and Actions are explained.
This document discusses screens, fonts, and preferences in libGDX. It describes how to create and switch between screens to structure a game. It also explains how to use bitmap fonts instead of trueType fonts for performance, and tools to generate bitmap fonts. Finally, it provides an overview of libGDX's preferences system for persistent storage of game data.
This document discusses using the Rokon game engine for Android game development. It provides an overview of Rokon's architecture and frameworks, describes how to set up an Android project in Netbeans using Rokon, and covers basics of using Rokon and the Smack XMPP library for multiplayer functionality. Tips are provided on tool choices and ongoing development of Rokon. Links are included for the Android SDK, Rokon engine, Smack library, and other resources.
How to build Kick Ass Games in the CloudChris Schalk
This is a presentation given by Googlers Chris Schalk and Johan Euphrosine (Proppy) at GDD Sydney 2011 on how to build multi-platform video games using PlayN.
The Ring programming language version 1.6 book - Part 56 of 189Mahmoud Samir Fayed
This document discusses RingFreeGLUT and OpenGL graphics libraries for the Ring programming language. It provides examples of creating windows and drawing basic shapes using these libraries. Functions like glutInit(), glutCreateWindow(), glutDisplayFunc() and OpenGL commands like glBegin(), glVertex3f(), glEnd() are used. Keyboard and resize events are also handled, and examples demonstrate rotating and changing colors of triangles.
This document provides an introduction to developing video games across multiple platforms using Unity3D and C#. It outlines downloading and installing Unity3D, exploring the Unity interface, developing games on PC and Mac, using scenes, game objects, components and scripts in Unity, and deploying games to PC, Mac, mobile, and web platforms. It also discusses additional tools that can be used and provides an overview of building a sample voxel engine game in Unity3D to demonstrate core concepts.
The Ring programming language version 1.5.2 book - Part 53 of 181Mahmoud Samir Fayed
This document discusses RingFreeGLUT, a Ring binding library for the FreeGLUT library. It provides examples of creating OpenGL windows and contexts with RingFreeGLUT, drawing basic shapes, handling events like keyboard input and window resizing, and implementing a basic 3D camera. Key concepts covered include initializing GLUT, creating windows, drawing with OpenGL, handling events, and manipulating the camera position and orientation.
This document provides an overview of using the XNA framework to create games for Windows Phone 7. It discusses that XNA is a framework for writing 2D and 3D games. It includes tools for game production and resource management. The document explains how to load game assets, create sprites, and use the XNA game class methods like LoadContent, Update, and Draw to initialize resources, update the game world, and draw to the screen. It provides an example of creating a simple game that draws a texture and moves it by updating its rectangle position in the Update method.
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
XNA is a framework for creating 2D and 3D games for Windows Phone 7. It includes tools for game development and resource management. The XNA framework provides classes to create gameplay and manage game resources like textures, models, and scripts. When an XNA game runs, it loads resources at start up, then repeatedly updates the game world based on input and draws the updated world. The core methods that drive this cycle are LoadContent, Update, and Draw. LoadContent loads resources. Update handles game logic and state changes. Draw renders the current game state to the screen.
The Ring programming language version 1.8 book - Part 56 of 202Mahmoud Samir Fayed
This document contains examples of using the Ring game engine to create sprites, animate objects, handle input events, and draw to the screen. Key aspects include:
- Creating a Game object and adding sprites to handle input events like keypress and mouse clicks to move and position sprites.
- Using the animate block to create animated sprites by changing frame and moving the sprite over time.
- Creating a map using a 2D array to represent tiles and adding input handling to allow clicking tiles to change their type.
- Creating objects that can be drawn to using OpenGL calls, with examples of drawing circles and rectangles, and handling input to move the object.
Спикер: Денис Ковалев, Software Developer в DataArt.
Тема: «Python в игровой индустрии».
«Расскажу о библиотеках и фреймворках Python, используемых для создания игр.»
О спикере: закончил физический факультет ВГУ, после чего пришел в IT, где работает уже более пяти лет. За это время успел поработать и с Perl и С/С++, и с Python и Java. Специализируется на работе с Linux и базами данных.
Видео: https://www.youtube.com/watch?v=RkcX6ZWU56s#t=2207
__
Сайт: http://www.dataart.ru/
Facebook: https://www.facebook.com/DataArt.Enjoy
Vkontakte: http://vk.com/dataart_enjoy
Twitter: https://twitter.com/DataArt_Enjoy
Introducing perf budgets on CI with puppeteer - perf.now()Önder Ceylan
The document introduces using Puppeteer to implement performance budgets on continuous integration tests. It provides examples of using Puppeteer to measure performance metrics from a page, define budgets for those metrics, and assert that the measured metrics do not exceed the defined budgets. It also demonstrates using Puppeteer and the Chrome DevTools Protocol to monitor frames per second and detect memory leaks.
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
The Ring programming language version 1.8 book - Part 122 of 202Mahmoud Samir Fayed
This document provides a summary of functions related to graphics and rendering in the SDL library. It lists over 80 functions for operations like creating OpenGL contexts, rendering textures, managing surfaces, and more. The functions allow low-level access to graphics hardware and capabilities through SDL.
Programming with Segue
Dynamic design through coding
Views and its Co-ordinates
Core animations
Picture pickers
Sound manager
Address book picker
- Hussain KMR Behestee
1. The presenter compared the graphics rendering performance of Metal to UIImageView to learn about GPU usage.
2. Metal was initially 10-20x faster than UIImageView for rendering images but was found to be slower after further analysis and optimization of the measurement code.
3. Two key problems were identified with the Metal implementation: processing on the CPU was blocking the GPU, and texture loading was a bottleneck.
4. Optimizations including combining operations, caching textures, and ensuring resources were in GPU memory improved the Metal performance.
Initially created for the Python User Group Freiburg meeting on December 11, 2013. Last updated November 2014.
Source, including codesamples, available at https://github.com/Felix11H/LaTeX-presentations-pygame_intro
Cocos2d-x C++ Windows 8 &Windows Phone 8Troy Miles
In the first of two sessions, we will explore using Cocos2d-x, a free and open source game engine. It runs on Windows, Mac OS X, and Linux and builds games for every popular phone, tablet, and desktop platform. It uses C++ to get close to metal performance and a smart and logical set of classes to make it easy.
Don't let the C++ scare you off. We are using Cocos2d-x to create fun platform games, not building complicated financial software. So long as you know at least one curly brace language you will be able to write Cocos2d-x style C++.
We will explore how to install Cocos2d-x. How to build the test apps and finally how to build your own apps specifically for Windows 8 and Windows Phone 8, but the code will run on iOS, Mac, and Android too.
The document provides details on Luis Vazquez's workflow for creating levels in a 2D game engine. It describes how he created a player sprite and object, including designing the sprite visually and coding movement controls. It also covers adding a room for testing, including setting movement boundaries. Backgrounds were added by importing images and setting parallax scrolling. Finally, the document mentions plans to create a particle system to simulate engine flames from the spaceship sprite.
The document describes a game where the player controls buckets that can move left and right. It includes code for modeling the buckets, tests to verify the buckets can move, and code for a sprite to represent the buckets on screen. It then expands on this to add a bomber that moves between random locations, drops bombs, and has its own sprite. Tests are included to verify the bomber's behavior.
The Ring programming language version 1.5.1 book - Part 48 of 180Mahmoud Samir Fayed
This document contains examples of using the Ring game engine to create sprites, animate objects, add mouse and keyboard controls, implement maps and draw objects. Code snippets show how to:
1. Create a sprite and add keyboard controls to move it left, right, up and down using keypress events.
2. Add mouse control to a sprite to move it to the mouse click location on mouse up events.
3. Add boundary and state checking to a sprite.
4. Animate a sprite, add keyboard and mouse controls, and implement movement and looping animation.
5. Create a map from a 2D array, add scrolling and mouse interaction to change map values.
6.
Game development with Cocos2d-x EngineDuy Tan Geek
This document discusses using the Cocos2d-x game engine for mobile game development. It provides an overview of Cocos2d-x, describing its cross-platform capabilities, open source nature, and modules for graphics, animation, audio, GUI, physics and more. Key classes in Cocos2d-x like Scene, Layer, Sprite, Node and Actions are explained.
This document discusses screens, fonts, and preferences in libGDX. It describes how to create and switch between screens to structure a game. It also explains how to use bitmap fonts instead of trueType fonts for performance, and tools to generate bitmap fonts. Finally, it provides an overview of libGDX's preferences system for persistent storage of game data.
This document discusses using the Rokon game engine for Android game development. It provides an overview of Rokon's architecture and frameworks, describes how to set up an Android project in Netbeans using Rokon, and covers basics of using Rokon and the Smack XMPP library for multiplayer functionality. Tips are provided on tool choices and ongoing development of Rokon. Links are included for the Android SDK, Rokon engine, Smack library, and other resources.
How to build Kick Ass Games in the CloudChris Schalk
This is a presentation given by Googlers Chris Schalk and Johan Euphrosine (Proppy) at GDD Sydney 2011 on how to build multi-platform video games using PlayN.
This document provides an overview of key concepts for developing a 3D graphics application using Three.js, including:
- Setting up the initial scene, renderer, and render loop
- Adding a camera to define the view of the scene
- Loading 3D models using glTF and a loader like GLTFLoader
- Applying materials to define the visual properties of objects
- Adding different types of lights like ambient and directional lights
- Enabling shadows using Three.js' built-in shadow mapping implementation
The document walks through these concepts by providing code examples for a simple Three.js app that visualizes 3D models.
This document provides an introduction to creating 3D scenes using the three.js library. It discusses the key components of a 3D scene: the light source, camera, and renderer. Common light sources like ambient, point, and directional lights are described. Perspective and orthographic cameras are covered. The renderer draws the scene. Examples are provided for setting up a basic scene with these components and adding objects, animating objects, selecting objects using raycasting, and controlling the camera. Advantages of 3D web development using three.js include being browser-based and able to integrate with other web technologies.
This document discusses programming virtual reality applications for Google Cardboard using Android. It provides an overview of Cardboard, how to program for it using the available SDKs and libraries, and how to expand upon the basic Google Cardboard demo application. The document also proposes using a content management system to dynamically manage VR content so it can be changed without a new app release. This would allow non-technical users to update textures, models, and other assets in the VR experience.
In this side, I introduce Webrender 1.0 (it have been updated to 2.0 after 08/03/2016) that is based on Rust language and OpenGL to develop a proof of concept to bring the game engine technology into Web browser. It mentions how Scene Graph, Batching, Composite work in this modern web browser, Servo.
This document discusses using WebGL for 3D graphics on the web. It introduces basic 3D graphics concepts like scenes, cameras, and lights. It then explains how to build a 3D model viewer using the Three.js library. Key steps include loading a texture, 3D model, setting up the scene, camera and renderer, and adding animation with requestAnimationFrame to continuously render the scene. The document provides code examples for setting up the different 3D objects and rendering the scene.
JavaScript news, February '17 edition: Image manipulating in pure JS, ES7 and ES8 Features, Gradient Animations made easy, NativeScript v.2.5 release, Electron, project of the Week: Beaker Browser, V8 Release 5.7, Twitter goes Node.js, JavaScript in 2017 – Beyond the Browser, Building cli applications (cli) with node.js, JS surprise from MicroSoft, WebAssembly API MVP is complete
The document discusses transitioning from managed languages like Unity to native C++ development. It covers jumping into native development without proper planning, which often leads to failure. It also discusses the challenges of developing without editors or robust tools and the importance of data-driven development to maximize productivity. Finally, it discusses memory management challenges without a garbage collector and how approaches like smart pointers and custom allocators can help address those challenges.
a friend in need-a js indeed / Yonatan levingeektimecoil
This document discusses using JavaScript and the V8 engine for offline mobile pricing calculations. It describes how Gett moved their pricing logic from servers to a JavaScript engine on mobile to allow offline calculations. They download a JavaScript pricing calculator from the server, which is then used to calculate fares instantly on the device without an internet connection. This improved performance and decoupled the UI from needing a server connection.
Rendering Techniques for Augmented Reality and a Look Ahead at AR FoundationUnity Technologies
Have you ever wondered why your virtual and real-world objects look disconnected from each other? Are you curious about how to blend virtual and physical spaces to create a seamless experience? This talk will cover advanced techniques using lighting, depth masks, occlusion, shadows and more to create a sense of immersion. You'll also get an introduction to a set of tools that will improve your development process when using Unity and AR Foundation.
Jimmy Alamparambil - Unity Technologies
Lukasz Pasek - Unity Technologies
The document discusses the Lightweight Render Pipeline (LWRP) in Unity. It provides an overview of LWRP, including what it is, why developers should care about it, and how to set it up in a Unity project. It also describes the core rendering process in LWRP, including initializing camera data, culling, and executing render passes. Key aspects like shader constants, visible lights, and rendering data are explained.
Building Kick Ass Video Games for the CloudChris Schalk
Christian Schalk gave a presentation on building games for the cloud using PlayN and Google cloud technologies. He began with an overview of PlayN, a cross-platform game development framework. He then reviewed Google App Engine and Google Cloud Storage as options for deploying and storing game data in the cloud. The presentation concluded with demonstrations of getting started with PlayN, deploying a game to App Engine, and setting up remote procedure calls between the client and server.
This document summarizes the steps to build a simple iOS game called KillTime using the Cocos2D game framework. It discusses setting up the project, adding a background, player character and enemy targets, detecting touches to shoot bullets, checking for collisions, animating sprites, and tracking the body count with labels and sound effects. The document provides code snippets to implement the game's core functionality and gameplay using Cocos2D concepts like scenes, layers, sprites, actions and the touch handling API.
Step by step description on how to use Achievements and Leaderboards from Google Play Games in an Android game.
This was a 15 minutes session for the Dutch Android User Group on "Play Services"
The Indie Game Developer Survival GuidePlatty Soft
Can an indie survive in the mobile world?
It may look like games for mobile is a paradise for indie developers, but truth is that it is quite hard to be noticed among the swarm of apps.
In this presentation, Raul shares the tips & tricks he has learned about how to survive as a mobile indie game developer for the past 3 years, including a post-mortem of all the games of The Pill Tree and also a post-mortem of The Pill Tree as a company.
A short talk about the impact of Piracy on Mobile apps -specially on games and specially on Android-, how to minimize the impact and how to live with it.
The talk starts putting down the myth that you actually need an idea to continue about topics that go from product engineering to project management (even for small teams) and other common topics to software development and “appcrafting”.
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, presentation slides, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
UiPath Community Berlin: Orchestrator API, Swagger, and Test Manager APIUiPathCommunity
Join this UiPath Community Berlin meetup to explore the Orchestrator API, Swagger interface, and the Test Manager API. Learn how to leverage these tools to streamline automation, enhance testing, and integrate more efficiently with UiPath. Perfect for developers, testers, and automation enthusiasts!
📕 Agenda
Welcome & Introductions
Orchestrator API Overview
Exploring the Swagger Interface
Test Manager API Highlights
Streamlining Automation & Testing with APIs (Demo)
Q&A and Open Discussion
Perfect for developers, testers, and automation enthusiasts!
👉 Join our UiPath Community Berlin chapter: https://community.uipath.com/berlin/
This session streamed live on April 29, 2025, 18:00 CET.
Check out all our upcoming UiPath Community sessions at https://community.uipath.com/events/.
Designing Low-Latency Systems with Rust and ScyllaDB: An Architectural Deep DiveScyllaDB
Want to learn practical tips for designing systems that can scale efficiently without compromising speed?
Join us for a workshop where we’ll address these challenges head-on and explore how to architect low-latency systems using Rust. During this free interactive workshop oriented for developers, engineers, and architects, we’ll cover how Rust’s unique language features and the Tokio async runtime enable high-performance application development.
As you explore key principles of designing low-latency systems with Rust, you will learn how to:
- Create and compile a real-world app with Rust
- Connect the application to ScyllaDB (NoSQL data store)
- Negotiate tradeoffs related to data modeling and querying
- Manage and monitor the database for consistently low latencies
AI Changes Everything – Talk at Cardiff Metropolitan University, 29th April 2...Alan Dix
Talk at the final event of Data Fusion Dynamics: A Collaborative UK-Saudi Initiative in Cybersecurity and Artificial Intelligence funded by the British Council UK-Saudi Challenge Fund 2024, Cardiff Metropolitan University, 29th April 2025
https://alandix.com/academic/talks/CMet2025-AI-Changes-Everything/
Is AI just another technology, or does it fundamentally change the way we live and think?
Every technology has a direct impact with micro-ethical consequences, some good, some bad. However more profound are the ways in which some technologies reshape the very fabric of society with macro-ethical impacts. The invention of the stirrup revolutionised mounted combat, but as a side effect gave rise to the feudal system, which still shapes politics today. The internal combustion engine offers personal freedom and creates pollution, but has also transformed the nature of urban planning and international trade. When we look at AI the micro-ethical issues, such as bias, are most obvious, but the macro-ethical challenges may be greater.
At a micro-ethical level AI has the potential to deepen social, ethnic and gender bias, issues I have warned about since the early 1990s! It is also being used increasingly on the battlefield. However, it also offers amazing opportunities in health and educations, as the recent Nobel prizes for the developers of AlphaFold illustrate. More radically, the need to encode ethics acts as a mirror to surface essential ethical problems and conflicts.
At the macro-ethical level, by the early 2000s digital technology had already begun to undermine sovereignty (e.g. gambling), market economics (through network effects and emergent monopolies), and the very meaning of money. Modern AI is the child of big data, big computation and ultimately big business, intensifying the inherent tendency of digital technology to concentrate power. AI is already unravelling the fundamentals of the social, political and economic world around us, but this is a world that needs radical reimagining to overcome the global environmental and human challenges that confront us. Our challenge is whether to let the threads fall as they may, or to use them to weave a better future.
This is the keynote of the Into the Box conference, highlighting the release of the BoxLang JVM language, its key enhancements, and its vision for the future.
Mobile App Development Company in Saudi ArabiaSteve Jonas
EmizenTech is a globally recognized software development company, proudly serving businesses since 2013. With over 11+ years of industry experience and a team of 200+ skilled professionals, we have successfully delivered 1200+ projects across various sectors. As a leading Mobile App Development Company In Saudi Arabia we offer end-to-end solutions for iOS, Android, and cross-platform applications. Our apps are known for their user-friendly interfaces, scalability, high performance, and strong security features. We tailor each mobile application to meet the unique needs of different industries, ensuring a seamless user experience. EmizenTech is committed to turning your vision into a powerful digital product that drives growth, innovation, and long-term success in the competitive mobile landscape of Saudi Arabia.
Increasing Retail Store Efficiency How can Planograms Save Time and Money.pptxAnoop Ashok
In today's fast-paced retail environment, efficiency is key. Every minute counts, and every penny matters. One tool that can significantly boost your store's efficiency is a well-executed planogram. These visual merchandising blueprints not only enhance store layouts but also save time and money in the process.
HCL Nomad Web – Best Practices und Verwaltung von Multiuser-Umgebungenpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-und-verwaltung-von-multiuser-umgebungen/
HCL Nomad Web wird als die nächste Generation des HCL Notes-Clients gefeiert und bietet zahlreiche Vorteile, wie die Beseitigung des Bedarfs an Paketierung, Verteilung und Installation. Nomad Web-Client-Updates werden “automatisch” im Hintergrund installiert, was den administrativen Aufwand im Vergleich zu traditionellen HCL Notes-Clients erheblich reduziert. Allerdings stellt die Fehlerbehebung in Nomad Web im Vergleich zum Notes-Client einzigartige Herausforderungen dar.
Begleiten Sie Christoph und Marc, während sie demonstrieren, wie der Fehlerbehebungsprozess in HCL Nomad Web vereinfacht werden kann, um eine reibungslose und effiziente Benutzererfahrung zu gewährleisten.
In diesem Webinar werden wir effektive Strategien zur Diagnose und Lösung häufiger Probleme in HCL Nomad Web untersuchen, einschließlich
- Zugriff auf die Konsole
- Auffinden und Interpretieren von Protokolldateien
- Zugriff auf den Datenordner im Cache des Browsers (unter Verwendung von OPFS)
- Verständnis der Unterschiede zwischen Einzel- und Mehrbenutzerszenarien
- Nutzung der Client Clocking-Funktion
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
How Can I use the AI Hype in my Business Context?Daniel Lehner
𝙄𝙨 𝘼𝙄 𝙟𝙪𝙨𝙩 𝙝𝙮𝙥𝙚? 𝙊𝙧 𝙞𝙨 𝙞𝙩 𝙩𝙝𝙚 𝙜𝙖𝙢𝙚 𝙘𝙝𝙖𝙣𝙜𝙚𝙧 𝙮𝙤𝙪𝙧 𝙗𝙪𝙨𝙞𝙣𝙚𝙨𝙨 𝙣𝙚𝙚𝙙𝙨?
Everyone’s talking about AI but is anyone really using it to create real value?
Most companies want to leverage AI. Few know 𝗵𝗼𝘄.
✅ What exactly should you ask to find real AI opportunities?
✅ Which AI techniques actually fit your business?
✅ Is your data even ready for AI?
If you’re not sure, you’re not alone. This is a condensed version of the slides I presented at a Linkedin webinar for Tecnovy on 28.04.2025.
Spark is a powerhouse for large datasets, but when it comes to smaller data workloads, its overhead can sometimes slow things down. What if you could achieve high performance and efficiency without the need for Spark?
At S&P Global Commodity Insights, having a complete view of global energy and commodities markets enables customers to make data-driven decisions with confidence and create long-term, sustainable value. 🌍
Explore delta-rs + CDC and how these open-source innovations power lightweight, high-performance data applications beyond Spark! 🚀
Artificial Intelligence is providing benefits in many areas of work within the heritage sector, from image analysis, to ideas generation, and new research tools. However, it is more critical than ever for people, with analogue intelligence, to ensure the integrity and ethical use of AI. Including real people can improve the use of AI by identifying potential biases, cross-checking results, refining workflows, and providing contextual relevance to AI-driven results.
News about the impact of AI often paints a rosy picture. In practice, there are many potential pitfalls. This presentation discusses these issues and looks at the role of analogue intelligence and analogue interfaces in providing the best results to our audiences. How do we deal with factually incorrect results? How do we get content generated that better reflects the diversity of our communities? What roles are there for physical, in-person experiences in the digital world?
Role of Data Annotation Services in AI-Powered ManufacturingAndrew Leo
From predictive maintenance to robotic automation, AI is driving the future of manufacturing. But without high-quality annotated data, even the smartest models fall short.
Discover how data annotation services are powering accuracy, safety, and efficiency in AI-driven manufacturing systems.
Precision in data labeling = Precision on the production floor.
Dev Dives: Automate and orchestrate your processes with UiPath MaestroUiPathCommunity
This session is designed to equip developers with the skills needed to build mission-critical, end-to-end processes that seamlessly orchestrate agents, people, and robots.
📕 Here's what you can expect:
- Modeling: Build end-to-end processes using BPMN.
- Implementing: Integrate agentic tasks, RPA, APIs, and advanced decisioning into processes.
- Operating: Control process instances with rewind, replay, pause, and stop functions.
- Monitoring: Use dashboards and embedded analytics for real-time insights into process instances.
This webinar is a must-attend for developers looking to enhance their agentic automation skills and orchestrate robust, mission-critical processes.
👨🏫 Speaker:
Andrei Vintila, Principal Product Manager @UiPath
This session streamed live on April 29, 2025, 16:00 CET.
Check out all our upcoming Dev Dives sessions at https://community.uipath.com/dev-dives-automation-developer-2025/.
4. Performance Tips
● Avoid object creations
● Use pools and pre create them
● Avoid getters and setters
● Public attributes instead
● Avoid collections
● Avoid interfaces
● Use a single Activity
16. Creating the Engine (1/2)
public Engine onLoadEngine() {
DisplayMetrics om = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(om);
camWidth = 480;
camHeight = (int) (om.heightPixels*480f / om.widthPixels);
RatioResolutionPolicy rrp = new
RatioResolutionPolicy(camWidth, camHeight);
Camera camera = new Camera(0, 0, camWidth, camHeight);
17. Creating the Engine (2/2)
EngineOptions options = new EngineOptions(true,
ScreenOrientation.LANDSCAPE, rrp, camera);
options.getRenderOptions()
.disableExtensionVertexBufferObjects();
return new Engine(options);
}
19. Texture Atlas
● Quite a pain for AndEngine
● Built by hand
● Size must be a power of 2
● One big or many small ones?
20. Creating the Scene (1/3)
public Scene onLoadScene() {
Scene scene = new Scene();
PhysicsWorld physicsWorld = new PhysicsWorld(new
Vector2(0, SensorManager.GRAVITY_EARTH), false);
Shape ground = new Rectangle(0, camHeight - 2,
camWidth, 2);
FixtureDef wallFixtureDef =
PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(physicsWorld, ground,
BodyType.StaticBody, wallFixtureDef);
scene.attachChild(ground);
21. Creating the Scene (2/3)
Sprite box = new Sprite(0, 0, mBoxTextureRegion);
FixtureDef boxFixture =
PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);
Body boxBody =
PhysicsFactory.createBoxBody(physicsWorld, box,
BodyType.DynamicBody, boxFixture);
physicsWorld.registerPhysicsConnector(new
PhysicsConnector(box, boxBody, true, true));
scene.attachChild(box);
22. Creating the Scene (3/3)
scene.registerUpdateHandler(physicsWorld);
scene.registerUpdateHandler(mUpdateHandler);
return scene;
}
23. Types of bodies
● Dynamic
● It is affected by physics like gravity
● Kinematic
● It moves in a specified way
● Static
● It does not move
24. More Interesting things
● TiledTextures / Animated Sprites
● Animations
● Sound Engine
● Particle Systems
● Collision Detect
● Polygonal Bodies
● Menus
48. Why use a Library?
● Not reinventing the wheel
● It is proven that works
● Familiarity for users
● Other games use them
● You do not own the servers
● You don’t, and that is good
50. What do you get?
● Achievements
● Not very impressive
● Leaderboards
● That is interesting
● News Feed
● Friends management
● Improved engagement
51. Easy to integrate
● Android Library Project
● Initialize with the Application
● Open a specific screen
● 2 lines of code
● Submit a score or achievement
● 2 lines of code