The CEO of Unity discusses ‘gamification’ — applying game design and technology to real-world applications beyond ‘gamespace.’ The military is using game design theory for some training programs — not just ‘the 3-D, realistic, virtual world experiences, but also the built-in use of frustration and reward.’ (And similar training packages were adopted by Unilever, the giant corporation which owns Ben & Jerry’s ice cream.) Medical professionals have licensed a ‘Google Earth for the human body,’ and game design is also being used to build tax software. (‘It has to be the most boring field, but I mean that’s the point. You can make it slightly challenging and give people little reasons to play these tax tools — beyond, you know, not going to prison!’) While some companies conduct team-building exercises using Ghost Recon Advanced Warfighter, others use game technology to standardize their in-house employee training programs. The interviewer adds, ‘I know I’d feel better about job training if it felt more like killing zombies.
Researchers at North Carolina State University have developed a new approach to software development that will allow common computer programs to run up to 20 percent faster and possibly incorporate new security measures.
The researchers have found a way to run different parts of some programs – including, for the first time, such widely used programs as word processors and Web browsers – at the same time, which makes the programs operate more efficiently.
In order to understand how they did it, you have to know a little bit about computers. The brain of a computer chip is its central processing unit, or “core.” Computing technology has advanced to the point where it is now common to have between four and eight cores on each chip. But for a program to utilize these cores, it has to be broken down into separate “threads” – so that each core can execute a different part of the program simultaneously. The process of breaking down a program into threads is called parallelization, and allows computers to run programs very quickly.
However, some programs are difficult to parallelize, including word processors and Web browsers. These programs operate much like a flow chart – with certain program elements dependent on the outcome of others. These programs can only utilize one core at a time, minimizing the benefit of multi-core chips.
This tutorial will cover most of the things that was seen in the basic Isometric tutorial. What is new is that a lot of people have asked me how to include those modifications in respect to the basic unreal tournament code included in UDK. We will cover how to modify the camera in a isometric view. The basics of inventory will be explained as well as how to make a gun work. This again will all be in the context of the UT code folder that is standard with each UDK install. I will refer the UT code base as UT code through this tutorial for sake of simplicity.
Here is a list of the classes we will implement, please note that these files have been supplied by Yorg Kuijis, so most of the credit goes to him, as I only supplemented the tutorials and explanation. Of worthy note, I added steps to add a 2d textured cursor instead of the 3d cursor you might have seen before.
Now I just cannot help to notice that the escapist Final fantasy XIII critic is right on target. Since the beginning of the game I find the plot really hard to follow and the characters too much stereotyped. Is this the culmination of all the elements that made final fantasy have so much success, flattened down to stereotypes because a large pool of developers just do not have any more ideas ? The best answer I have about the combat mechanics are that they where dumb down to cater to people with short attention spans.
Lucky for us, we can decide to not follow most of what is in FFXIII in our game design and it will be for the better.