Lord of the Rings Adventure Game

Size: px
Start display at page:

Download "Lord of the Rings Adventure Game"

Transcription

1 Lord of the Rings Adventure Game Jim Kleckner 1 and Priscilla Ciaccio 2 1 jkleckne@nd.edu 1, pciaccio@nd.edu 2 2 University Of Notre Dame, Notre Dame IN 46556, USA Abstract. Video game programming is a field of computer science that is constantly growing, developing, and experiencing change. Microsoft DirectX is one of the more commonly used tools in modern video game design, and this project explores the impact that it can have on creating an effective and efficient game structure and display. The Lord of the Rings adventure game that we created uses many DirectX features to demonstrate the integral role DirectX can play in making video game programming manageable to any person who has a solid knowledge of C++ and object oriented programming. 1 Keywords DirectX, blitting, clipping, rasterization, Role Playing Game (RPG), Gamestates, sprites, BOBs, object oriented programming, Artificial Intelligence, random item generation, pathfinding 2 Introduction The Lord of the Rings adventure game that we created explores the possibilities that Microsoft DirectX introduces into the world of video game programming. DirectX uses an object-oriented approach, which was also incorporated into our game to provide maximum efficiency. A very structured approach of game states and substates was necessary to create a solid foundation for the game, and was established before any coding was actually implemented. The creation of our own data structures allowed for an implementation that provided clear and easy access to the many variables used throughout the program. This also helps to make the code reusable so that future developments and modifications to the game can be made as effectively as possible. Algorithms were used to make the game fun and replayable by establishing a basic artificial intelligence for monsters and providing a generator to create random items throughout the course of the game. 3 Microsoft DirectX Microsoft DirectX is a set of low-level application programming interfaces (also known as APIs), which are primarily used for creating games and

2 2 other high performance multimedia applications. DirectX includes support for many multimedia components, including both two-dimensional (2-D) and three-dimensional (3-D) graphics, sound effects and music, video (.avi) display, peripheral input reading, and multimedia network support. The specific aspects of DirectX that we used in our Lord of the Rings game can be found below, with basic descriptions of their implementations and the main functions that they perform. 3.1 DirectDraw The DirectDraw aspects of DirectX focus on the display of both 2-D and 3-D graphics to the primary output screen. DirectDraw serves as a software interface that provides direct access to display devices, (most commonly a standard monitor), while maintaining the necessary compatiblity with the Windows Graphic Device Interface (GDI). DirectDraw was updated in 2000 to also include the capability of 3D imaging, through the use of Direct3D. The DirectDraw libraries used from LaMothe focused on providing a slightly higher level implementation of the necessary DirectDraw functions. Using LaMothe s functions, we implemented the standard video game display method of double-buffering. The two buffers created are the primary and secondary buffers. The secondary buffer is constantly modified and updated by the program. Writing images to this buffer is known as blitting, and clipping is used to insure that the boundaries of the buffer match those of the output display. The primary buffer exists solely on the screen, and is only modified once during every game cycle, when the contents of the secondary buffer are flipped onto the primary display buffer. Through a process called rasterization, the pixel by pixel displaying of each pixel of the secondary buffer onto the primary buffer, game flow is insured by making sure that the primary buffer is not constantly modified. The process of flipping images creates animation within the program, and as long as the secondary (or back) buffer is being modified and flipped onto the primary surface, the game will continue to run. In the case of highly complex, graphics-intensive games, triple-buffering can be used to insure a smoothly running game, which can be difficult when extensive and continuous blitting of images onto the same buffer is occurring. 3.2 DirectSound and DirectMusic Playing sound effects (.WAV files) and music (.MID files) within a video game is an extremely complex process. DirectAudio functions (found in Direct- Sound and DirectMusic) simplify this process by loading the audio data into memory, streaming to the appropriate output device (usually the speakers), and freeing the used memory upon completion of the audio stream. LaMothe used these DirectX components to create a library which allowed for a much more extensive range of audio manipulation functions, which provided a clear functional interface for the modification of volume, balance, frequency, etc. within an audio file.

3 3 3.3 DirectInput DirectInput is a set of application programming interfaces (APIs), for input devices such as the keyboard, mouse, joystick, and other multimedia gamepads. The API s read the user input and interpret them into a form that can be accessed by the game, allowing the user to directly interact with the program. In 2000, DirectInput was updated so that force-feedback output support (such as rumble pad support) was also provided. 3.4 DirectShow The DirectShow aspects of DirectX focus on the ability to play and display streaming media such as.avi and.mpeg video files and.mp3 audio files within an application. DirectShow allows for both capture and playback of these types of media streams. A basic knowledge of Component Object Module (COM) programming is needed in order to allocate the necessary information and resources for the video and audio stream output. We implemented a very simple function (VideoPlay()) that utilizes DirectShow and allows us to play an opening video at the beginning of our game. 4 Game Structure The game structure is the most important aspect of any video game. It is the foundation that everything in the program is built on, and the framework within which everything in the game occurs. Before typing even a single line of code, we sat down and established a solid and efficient game structure, which can be most clearly seen in its graphical representation below (Figure 1). As can be seen in Figure 1, the entire game revolves around a central while loop. Update functions are frequently called to set information and variables appropriately, and game states and substates exist to represent the different actions that can occur within the game, as well as the different types of places that can be visited. In addition to the DirectX and Windows initialization functions, another necessary single-call function is the GameShutdown() function, since we must free up and reallocate the memory allocated and used by our program. 4.1 Main While Loop At the core of all modern video games is a while loop which iterates through once every game cycle. This while loop serves as a main function for the entire game. It contains very little coding in itself, but rather calls functions that will perform all necessary game actions. The secondary buffer is flipped to the primary buffer and then rasterized onto the screen once during every iteration of the while loop. It is this programming consideration that results in the need to synchronize the loop to a certain clock speed, so that images

4 4 Fig. 1. Graphical Representation of Video Game Framework and Foundation are displayed on the screen at constant intervals to insure smooth animation. In our program, we set this synchronization time to 30 picoseconds, and the resulting animation is very smooth and corresponds nicely to the user input. Exiting the main while loop will end the program, since the game foundation will be destroyed. 4.2 Game States Game states are another one of the most important aspects of a video game. A game state can be best described as the current map that a player is on, and the various properties that are associated with it. In certain game states battles can occur, while in others the character is able to talk to people to obtain information, buy items, and heal. The key game states of an RPG, all of which are included in our program design, are described below: Overworld In the same way that the main while loop serves as the base for the entire game program, the overworld serves as a base for all of the game states. The overworld consists of a map, which is an array of TILEs (specifically created data structures, discussed later in Section 7.2), as do the rest of the game states. What makes the overworld significant is that it is usually the largest of the game states, and it connects the other game states through a common world map. A change in game state is initialized by walking onto a specific tile (such as a city, castle, or cave), but typically the character must eventually return to the overworld in order to progress through the overall plot of the game. A screenshot of our overworld can be seen in Figure 2. The city tile can be seen towards the south, which marks a place where a transition in game state would occur. Cities and Castles Cites and castles are each unique game states which are usually important because of the role that they play in establishing and

5 5 Fig. 2. Overworld Screenshot developing the plot of the game. A defining characteristic of these two game states is that they contain Non-Player Characters, or NPCs. These NPCs are BOBs, similar to the player character (animated sprites - specifically created data structures, discussed later in Section 7.1). NPCs usually have the ability to talk to the player and will often provide clues as to the necessary actions of the player character. A screenshot of one of our cities can be seen in Figure 3. Note in the screenshot another key trait of the city and castle game states, multiple layering. If you look carefully, you can see that the player character appears to be in front of the background tiles and yet behind the tree. This is because all of our maps have 3 layers, which can be most clearly seen in the cities because more detail can be drawn. These three layers are the background layer, which consists of the tiles that are drawn first, the occlusion layer, which consists of any flowers, bushes, the player character, etc., and finally the foreground layer, which consists of the tops of trees and other such things that would block out anything drawn behind it. This creates the appearance of a three-dimensional world through the use of three two-dimensional maps. Caves and Dungeons Caves and dungeons are game states that are integral to an RPG game, because they are the main places that battles can occur. Battles are extremely significant in an RPG, because they provide the main action in the game as well as the means for the player character to develop and gain levels. Battles are discussed in detail in the next section. The dungeon game state also shows how sound transition can be used to create a mood appropriate to the game state that the player is in. By changing sound effects and music upon entering a new game state, the user is drawn further into

6 6 Fig. 3. City Screenshot - Multiple Layering the game to create a more intense and vivid gaming experience. See Figure 4 for a sample screenshot of one of our dungeons. 4.3 Menus Menus are a very important game substate that can exist within another substate. We used the method of creating a popup window (a BOB in fact, which will be discussed later, in Section 7.1), which is laid on top of a portion of the currently displayed map. This allows the player to realize that just because a menu is accessed, the game does not come to a stop. By creating a popup window that can be constantly viewed as the character moves, a sense of real-time gaming occurs which draws the player deeper into the game. For example, if a player is walking on lava and loses life, he/she cannot simply access the item menu to pause the game and use a healing potion. Rather, he/she must access the menu and use the potion as quickly as possible (and get out of the lava!) to prevent character death. See Figure 5 to view two of the popup menus in our game. Character Information The character information menu contains the important information and statistics of the player character - name, level, experience, gold, strength, dexterity, etc. These stats can help the user to see how strong his/her character is, where its statistical weaknesses lie, how many experience points it must earn to attain the next level, and other such character specific information. Character Inventory The inventory menu provides a list of all the items that the character is carrying or has equipped. When you bring up the menu,

7 7 Fig. 4. Dungeon Screenshot you can see exactly what your character is wearing, and you also have the ability to scroll through each of the items to see how many of each your character has in its inventory. You can also use an item, such as a healing potion or ether, from this menu. 5 Battles A battle is where a RPG becomes exciting - where the character attempts to defeat an evil enemy in an effort to become stronger, richer, and gain items. There is more to a battle than just attacking, however. By presenting the user with a variety of command options, the battle becomes more than just click and kill and turns into a challenge which can in some cases become a mental puzzle as a player tries to defeat an enemy substantially stronger than his character. Figure 6 shows a sample battle screen, and listed below are the actions that can be performed during a battle. 5.1 Battle Commands: Attack The surest way to damage an enemy is by performing a physical attack - the amount of damage, though, is based on the character s strength. Defend Sometimes you need a break from the action and need to protect yourself from the enemy s next attack. Item There are items that can heal your lost hit points, restore used magic points, or even damage the enemy. All of them can be very useful during a battle. This option will call the useitem() member function of the Item class.

8 8 Fig. 5. Screenshot of Popup Menu Display Magic Sometimes a magic spell can be used in an attempt to cause more damage than a physical attack would. This comes at the cost of magic points (MP) though, and the character only has a limited supply. This option will call the castspell() member function of the Spell class. Retreat If your character seems incredibly overmatched, or locked in a battle that seems too costly, sometimes it s best to run away from the enemy - be careful though, because it won t always work! Steal Most enemies carry with them items that they will use against your character during battle. The player can attempt to steal these from the enemy, but it doesn t always work! 5.2 Victory When a person is victorious in a battle, there are several things that must occur. First, the music is changed and a sound effect is played to let the user know that he/she has won the battle. Then, the amount of gold and experience earned from the victory is displayed, followed by the items (if any) that are found, followed by the weapons and armor (if any) that are found. Finally, a check is done to see if the character has gained a level, and if so another sound effect is played and the character s statistics, hit points, and magic points are modified appropriately. It is in the awarditems() function of the battle victory stage that the item generation algorithm described in detail below (Section 8.2) is performed.

9 9 Fig. 6. Battle Screenshot 6 Object Oriented Programming Object oriented programming is essential to creating a real-time video game. Without implementing classes and structures, it would be impossible for a game to execute at a rate that would make the game appear realistic. The importance of object oriented programming can especially be seen in the setup of Microsoft DirectX. The extreme level of object oriented programming found in DirectX indicates to the programmer using it how important it must be in creating a successful video game. In addition to creating a faster running game, it also provides for a reduction in memory cost and reusability of code in future developments. Two of our specific object oriented approaches are discussed below: 6.1 Global Structure: g.struct A global structure, which we named g.struct, is a necessary part of video game design. It is bad programming practice to create global variables, and yet there are many DirectX and Windows functions contained in multiple files that must be able to access the same variables. The g.struct serves as a home base for these variables, and also stores the variables needed to determine proper output display, player position, etc. 6.2 Classes: Items and Spells We created two main classes in our program, Item and Spell. There are numerous types of items that can be used, and numerous types of spells that can be cast, but each type shares identical properties that make it ideal to

10 10 use object oriented programming. While this can result in a slightly increased implementation, the efficiency that is gained by using this approach is very noticeable and makes a game that flows very smoothly. 7 Data Structures As we developed our game, we noticed that in order to acheive a comprehensible code combined with an efficiently running game, we would need to create our own data structures. The first, the BOB data type, is an extension of a data type known as a sprite, which has long existed in video game programming. The other, the TILE type was made completely of our own design, based in part on the properties assigned to tiles by our map editor (discussed in section 9). 7.1 BOB A sprite is simply an image that is placed on top of a background. Sprites have been used in video game programming for many years, however they are limited when it comes to the properties that they can have and the animations that they can perform, since sprites are usually single, unanimated objects. For our program, we decided to expand on this concept of a sprite and create our own data structure, which we called a BOB. This BOB draws upon the idea of an object drawn on top of the background, and also gives it properties that make it capable of animation. Instead of having a single image that represents it, as a sprite would, our BOB has several frames of animation, and several animation sequences that are used based on what direction the character is travelling or what action is being performed. By adding in variables, we are able to store the proper positions in the animation sequence so that animation frames are accessed in the correct order. Also included in the BOB data structure are properties needed to turn this animated image into a character. Each BOB contains statistics, hit point, magic points, a level, an inventory, spells, and other distinct properties that make it a unique character - something more than just a simple image on a background. The BOB data structure is one of the most important features of our game, because all of the player characters, monsters, and NPCs are BOBs. This data structure provides an efficient implementation that allows for the creation and personalization of an incredible number of different types of characters. 7.2 TILE Every map in our game consists of TILEs. These tiles contain many properties, assigned by the map editor, which allow the game to function realistically. By having a canwalk data member, we can assure that a player is unable to walk through walls. Our random encounter variable assigns a

11 11 random probability for a battle to occur on each tile, which can be modified to fit the situation. Also, each TILE contains three image variables, one for the background layer, occlusion layer, and foreground layer, to create the appropriate tile imaging. Some tiles also contain a flag that calls the changegamestate() function, such as when you step on a city tile. This TILE data member is very important because it allows for the exploration of different areas within the game. 8 Algorithms As is the case with all programs, we used many algorithms to create a game that is both interactive and provides a high replayability factor. While neither of the two algorithms described below were very complicated to implement, they each provide the game with a distinctly unique aspect that makes the game more fun to play. 8.1 Monster Artificial Intelligence Making the computer a smarter opponent has always been a goal of video game programmers. There isn t much excitement in a monster that always uses the same attack, or can always be killed in the same manner. In an attempt to make the game more enjoyable and challenging, we implemented a very simple monster artificial intelligence algorithm. Basically, it extends the possible actions that the player can perform to the monster also, meaning that the monster can steal from the player, run away during a heated battle, heal himself while injured, or attack and try to finish the player off. By simply checking the monster s hit points, looking at the character s stats, and analyzing the weakness of both, a semi-intelligent monster can be created through a straightforward algorithm that introduces both an element of basic intelligence and an element of random behavior into battles with monsters. 8.2 Random Item Generation One of the fun things about playing an RPG is gaining powerful items that make your character strong and fun to play with. Some games have a linearity to the items that you receive - meaning that you get progressively stronger items until you get the most powerful item right before taking on the big boss. However, the games that I have played and enjoyed the most have been the ones that introduce an element of random chance in the items that you can receive. Therefore, we followed this model in our game. By creating a table of 50 prefixes and a table of 50 suffixes that can be randomly assigned to each weapon, piece of armor, etc., we created innumerable possibilities for different types of items that could be generated. Each of these prefixes and suffixes were then tied to a property that would be given to the item that

12 12 they were attatched to. Naturally, in our algorithm, we assigned a weight to each of the prefixes and suffixes, meaning the more powerful it is, the less likely a character is to find it. This makes extremely rare and powerful combinations of prefix and suffix properties statistically improbable, but still possible, creating a desire to continue to play and try to find the item that will make your character strong enough to take on anything. 9 Map Editor The map editor was one of the most time-saving developments that we implemented in our program. It is a separate program that creates.map files, which are specifically generated to be read in by the readmap() function of our actual game. The.map files contain all the necessary information for each tile - the image to use for all three of the layers, whether or not a character can walk on that tile, and the random encounter percentage assigned to that tile. This is done through a straightforward and easy to understand DirectX interface which prevents us from having to manually create.map files using a text editor. Another very nice feature of the map editor is that we can see the map as it is being edited, which allows us to determine the changes we would like to make before actually using the map in the game. Fig. 7. Screenshot of Map Editor in Use 10 Future Developments It is hard to say that a video game is ever truly complete, because every day new video game programming techniques are discovered, developed, and

13 13 improved upon. What we have in our game right now could be called a very rudimentary beta version, in a sense a working skeleton of what we want the actual game to play like. To create a marketable game, which is our goal sometime in the future, several developments would be necessary. The first and foremost of these is developing a plot and integrating it successfully into the game. A main menu to provide a nice interface for the user to interact with would also be a desired improvement. Another aspect that can always be improved upon in a video game is graphics. Since the goal of the project was programming and not graphically oriented, we used images that were on the internet in the public domain, and therefore if we were to create our own game we would have to create graphics and animations of our own. Relating to graphics, we could also give our game a much more 3-dimensional feel by rotating the tile map 45 degrees so that instead of appearing as a rectangle, it would appear as a diamond. This is known as an isometric approach, and creates a background which, when used with Direct3D, can establish a strong sense of depth within a video game. A final improvement that we hope to add in the near future is a pathfinding algorithm. Using a depth-first search to calculate the shortest and quickest path between the player s current position and desired destination would allow the user to be able to direct character movement using the mouse, which is the goal of most modern video games. 11 Conclusions In summary, we have found DirectX to be a very beneficial and worthwhile tool that makes video game programming in Windows a very rewarding experience. DirectX handles many of the low level details that many computer programmers feel they should not have to worry about, and provides a very efficient way to take advantage of the benefits that Windows can offer when creating a real-time interactive video game. DirectX is constantly being updated, with a new and improved version coming out every year, and each revision brings new and exciting possibilities into the world of video game programming. We are looking forward to seeing these developments and working with them in the future. 12 Appendix 1: Files Below is a list of all of the files that we use in our program, 21 in all, and a brief description of their function:

14 14 Filename Description GameInit.cpp Initializes DirectX and game variables GameMain.cpp Contains the master while loop - the main function of the game GameShutdown.cpp Called on program exit - reallocates memory used by program WinMain.cpp Needed to initialize handles and instances used to display to Windows screen Globals.cpp Contains all the LaMothe functions that we used Globals.h Header file for the LaMothe functions, also contains the global struct Battle.cpp Contains all battle functions and information BOBTYP.cpp Contains all of the BOB (extended sprite) implementation BOBTYP.h Header file for the BOB class GameState.cpp Contains all functions regarding game state and their changes Input.cpp Contains all functions and information that analyze user keyboard input Items.cpp Contains all functions and information regarding items and their uses Items.h Header file for the Item class Map.cpp Reads in the map and the properties for each tile Output.cpp Blits the appropriate images and text to the secondary surface Player.cpp Contains functions for creation and animation of the player Sound.cpp Contains all sound functions and information Spells.cpp Contains all spell functions and information Spells.h Header file for the Spell class playwnd.cpp Contains all of the video playing functions playwnd.h Header file for the playwnd class 13 References 1. Microsoft DirectX SDK 8.0 Documentation. Visual C++ Version LaMothe, Andrew. Tricks of the Windows Game Programming Gurus Farrell, Joseph. Game Programming Genesis Resources for Windows Game Programmers Stroustrup, Bjarne. The C++ Programming Language Biographies 14.1 Jim Kleckner Jim Kleckner is a junior Computer Engineering Major at the University of Notre Dame. He is originally from Madison, Wisconsin, and currently lives in St. Edward s Hall at Notre Dame. He is involved in intramural athletics and sings in the Notre Dame Liturgical Choir. He hopes to attend either MBA or graduate school at Notre Dame, and in the long term work as a computer game designer for a company such as Blizzard or Black Isle.

15 15

16 Priscilla Ciaccio Priscilla Ciaccio is a junior Math Major at the University of Notre Dame. She is originally from Staten Island, New York, and currently lives in McGlinn hall at Notre Dame. She is an avid Mets fan, and was glad that the Yankees choked against the Diamondbacks. She is involved in intramural athletics, and enjoys playing in the bookstore basketball tournament. She is also a selfproclaimed geek who has only missed two classes in her college career, and hopes to be able to apply math in her future job.

Make Your Own Game Tutorial I: Overview of Program Structure

Make Your Own Game Tutorial I: Overview of Program Structure What is RPG Maker VX Ace? RPG Maker VX Ace is a game engine designed to make 2D Roleplaying Games. RPG Maker VX Ace was created to be simple enough for anyone to use: You don t need any specialized programming

More information

Game Programming with DXFramework

Game Programming with DXFramework Game Programming with DXFramework Jonathan Voigt voigtjr@gmail.com University of Michigan Fall 2006 The Big Picture DirectX is a general hardware interface API Goal: Unified interface for different hardware

More information

Test Specification. Introduction

Test Specification. Introduction Test Specification Introduction Goals and Objectives GameForge is a graphical tool used to aid in the design and creation of video games. A user with little or no experience with Microsoft DirectX and/or

More information

Abstractions from Multimedia Hardware. Libraries. Abstraction Levels

Abstractions from Multimedia Hardware. Libraries. Abstraction Levels Abstractions from Multimedia Hardware Chapter 2: Basics Chapter 3: Multimedia Systems Communication Aspects and Services Chapter 4: Multimedia Systems Storage Aspects Chapter 5: Multimedia Usage and Applications

More information

Board Games They are adaptations of classic board games. Examples of board games include Chess, Checkers, Backgammon, Scrabble and Monopoly.

Board Games They are adaptations of classic board games. Examples of board games include Chess, Checkers, Backgammon, Scrabble and Monopoly. Computer Games Computer games are programs that enable a player to interact with a virtual game environment for entertainment and fun. There are many types of computer games available, ranging from traditional

More information

How to Build a Simple Pac-Man Game

How to Build a Simple Pac-Man Game How to Build a Simple Pac-Man Game For today's program, we are going to build a simple Pac-Man game. Pac-Man was one of the very first arcade games developed around 1980. For our version of Pac-Man we

More information

Investigator s Handbook

Investigator s Handbook Investigator s Handbook Contents Introduction 3 About Mythos: The Beginning 3 System Requirements..4 Game Updates 4 Getting Started..5 Character Creation..6 Character Sheet.7 Abilities 8 Exploration 9

More information

Level 11: Placing Treasure Chests

Level 11: Placing Treasure Chests Level 11: Placing Treasure Chests Welcome to Level 11 of the RPG Maker VX Introductory course. In Level 10 we used the Generate Dungeon function to draw the Cave of Demons map. In this Level, we will make

More information

Develop Computer Animation

Develop Computer Animation Name: Block: A. Introduction 1. Animation simulation of movement created by rapidly displaying images or frames. Relies on persistence of vision the way our eyes retain images for a split second longer

More information

#include <Gamer.h> Gamer gamer; void setup() { gamer.begin(); } void loop() {

#include <Gamer.h> Gamer gamer; void setup() { gamer.begin(); } void loop() { #include Gamer gamer; void setup() { gamer.begin(); void loop() { Gamer Keywords Inputs Board Pin Out Library Instead of trying to find out which input is plugged into which pin, you can use

More information

Interactive Cards A game system in Augmented Reality

Interactive Cards A game system in Augmented Reality Interactive Cards A game system in Augmented Reality João Alexandre Coelho Ferreira, Instituto Superior Técnico Abstract: Augmented Reality can be used on innumerous topics, but the point of this work

More information

Designing Games with Game Maker

Designing Games with Game Maker Designing Games with Game Maker version 5.0 (April 14, 2003) Written by Mark Overmars Table of Contents Chapter 1 So you want to create your own computer games... 6 Chapter 2 Installation... 8 Chapter

More information

Game Design Document and Production Timeline. John Laird and Sugih Jamin University of Michigan

Game Design Document and Production Timeline. John Laird and Sugih Jamin University of Michigan Game Design Document and Production Timeline John Laird and Sugih Jamin University of Michigan Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualization (3-5

More information

The Basics of Robot Mazes Teacher Notes

The Basics of Robot Mazes Teacher Notes The Basics of Robot Mazes Teacher Notes Why do robots solve Mazes? A maze is a simple environment with simple rules. Solving it is a task that beginners can do successfully while learning the essentials

More information

Level 15: Creating a Puzzle

Level 15: Creating a Puzzle Level 15: Creating a Puzzle Welcome to Level 15 of the RPG Maker VX Introductory Course. In Level 14 we drew the map for the Good King s Lair and then set some traps. In this level we will create a puzzle

More information

game development documentation game development documentation: concept document

game development documentation game development documentation: concept document topics: game design documents design document references: cisc3665 game design fall 2011 lecture # IV.1 game development documentation notes from: Game Design: Theory & Practice (2nd Edition), by Richard

More information

SeeVogh Player manual

SeeVogh Player manual SeeVogh Player manual Current Version as of: (03/28/2014) v.2.0 1 The SeeVogh Player is a simple application, which allows you to playback recordings made during a SeeVogh meeting with the recording function

More information

Classroom Setup... 2 PC... 2 Document Camera... 3 DVD... 4 Auxiliary... 5. Lecture Capture Setup... 6 Pause and Resume... 6 Considerations...

Classroom Setup... 2 PC... 2 Document Camera... 3 DVD... 4 Auxiliary... 5. Lecture Capture Setup... 6 Pause and Resume... 6 Considerations... Classroom Setup... 2 PC... 2 Document Camera... 3 DVD... 4 Auxiliary... 5 Lecture Capture Setup... 6 Pause and Resume... 6 Considerations... 6 Video Conferencing Setup... 7 Camera Control... 8 Preview

More information

================================================================== CONTENTS ==================================================================

================================================================== CONTENTS ================================================================== Disney Epic Mickey 2 : The Power of Two Read Me File ( Disney) Thank you for purchasing Disney Epic Mickey 2 : The Power of Two. This readme file contains last minute information that did not make it into

More information

Creating Maze Games. Game Maker Tutorial. The Game Idea. A Simple Start. Written by Mark Overmars

Creating Maze Games. Game Maker Tutorial. The Game Idea. A Simple Start. Written by Mark Overmars Game Maker Tutorial Creating Maze Games Written by Mark Overmars Copyright 2007-2009 YoYo Games Ltd Last changed: December 23, 2009 Uses: Game Maker 8.0, Lite or Pro Edition, Advanced Mode Level: Beginner

More information

Lesson 4. Temporal Management of Layers

Lesson 4. Temporal Management of Layers Lesson 4 Temporal Management of Layers In lesson 3, we handled the layers using the timeline. However, the notion of time did not come up at all. This lesson deals with the notion of time. In this lesson

More information

increasing number of researchers itself. studying these phenomena and their implications for the education systems, see e.g. (Prensky 2001).

increasing number of researchers itself. studying these phenomena and their implications for the education systems, see e.g. (Prensky 2001). GAME DESIGN IN EDUCATION Mark Overmars Institute of Information and Computing Sciences Utrecht University 3584 CH Utrecht, The Netherlands E-mail: markov@cs.uu.nl KEYWORDS Game design, Education, Game

More information

Level 13: Creating Yes / No Player Options

Level 13: Creating Yes / No Player Options Level 13: Creating Yes / No Player Options Welcome to Level 13 of the RPG Maker VX Introductory Course. In Level 12 we created a locked door Event. In this Level, we ll create a Event that requests the

More information

STOP MOTION. Recommendations:

STOP MOTION. Recommendations: STOP MOTION Stop motion is a powerful animation technique that makes static objects appear to be moving. Creating stop motion draws attention to placement, framing, direction and speed of movement. There

More information

================================================================== CONTENTS ==================================================================

================================================================== CONTENTS ================================================================== Disney Planes Read Me File ( Disney) Thank you for purchasing Disney Planes. This readme file contains last minute information that did not make it into the manual, more detailed information on various

More information

Content Author's Reference and Cookbook

Content Author's Reference and Cookbook Sitecore CMS 6.2 Content Author's Reference and Cookbook Rev. 091019 Sitecore CMS 6.2 Content Author's Reference and Cookbook A Conceptual Overview and Practical Guide to Using Sitecore Table of Contents

More information

{awbf,alms}@cin.ufpe.br

{awbf,alms}@cin.ufpe.br Using Domain-Specific Modeling towards Computer Games Development Industrialization André W. B. Furtado, André L. M. Santos Center of Informatics - Federal University of Pernambuco Av. Professor Luís Freire,

More information

Screen Capture A Vector Quantisation Approach

Screen Capture A Vector Quantisation Approach Screen Capture A Vector Quantisation Approach Jesse S. Jin and Sue R. Wu Biomedical and Multimedia Information Technology Group School of Information Technologies, F09 University of Sydney, NSW, 2006 {jesse,suewu}@it.usyd.edu.au

More information

Index. 2D arrays, 210

Index. 2D arrays, 210 Index 2D arrays, 210 A ActionScript 2 (AS2), 6-7 ActionScript 3.0 (AS3), 6-7 Adobe Flash Platform Distribution service, 579 Adobe Flash Platform Shibuya service, 579 Adobe Flash Platform Social service,

More information

Computer Programming In QBasic

Computer Programming In QBasic Computer Programming In QBasic Name: Class ID. Computer# Introduction You've probably used computers to play games, and to write reports for school. It's a lot more fun to create your own games to play

More information

designing games with WORKSHOP MANUAL PRESENTED BY

designing games with WORKSHOP MANUAL PRESENTED BY designing games with WORKSHOP MANUAL PRESENTED BY Contents of Workshop Manual Module 1 Introducing Game Design & Kodu Game Lab 3 Activity 1.1 Introduce yourself 4 Activity 1.2 Introducing Kodu Game Lab

More information

Visualization of 2D Domains

Visualization of 2D Domains Visualization of 2D Domains This part of the visualization package is intended to supply a simple graphical interface for 2- dimensional finite element data structures. Furthermore, it is used as the low

More information

Dates count as one word. For example, December 2, 1935 would all count as one word.

Dates count as one word. For example, December 2, 1935 would all count as one word. What is an exhibit? An exhibit is a visual representation of your research and interpretation of your topic's significance in history. Your exhibit will look a lot like a small version of an exhibit you

More information

So today we shall continue our discussion on the search engines and web crawlers. (Refer Slide Time: 01:02)

So today we shall continue our discussion on the search engines and web crawlers. (Refer Slide Time: 01:02) Internet Technology Prof. Indranil Sengupta Department of Computer Science and Engineering Indian Institute of Technology, Kharagpur Lecture No #39 Search Engines and Web Crawler :: Part 2 So today we

More information

MAKE YOUR FIRST A-MAZE-ING GAME IN GAME MAKER 7

MAKE YOUR FIRST A-MAZE-ING GAME IN GAME MAKER 7 MAKE YOUR FIRST A-MAZE-ING GAME IN GAME MAKER 7 In this tutorial, you will learn how to create your first game in Game Maker. The game you will create will be a simple maze game. The object of the game

More information

[Name of the game] Game Design Document. Created by [Name of the team]:

[Name of the game] Game Design Document. Created by [Name of the team]: [Name of the game] Game Design Document Created by [Name of the team]: [Name of each team member] [Company logo] [Company name] [Date] Table of content 1 Overview... 4 1.1 Game abstract... 4 1.2 Objectives

More information

Designing Games with Game Maker

Designing Games with Game Maker Designing Games with Game Maker Version 8.0 Written by Mark Overmars What is New Version 8.0 of Game Maker has a large number of improvements over version 7.0. Below the most important changes are described.

More information

Silverlight for Windows Embedded Graphics and Rendering Pipeline 1

Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline Windows Embedded Compact 7 Technical Article Writers: David Franklin,

More information

ImagineWorldClient Client Management Software. User s Manual. (Revision-2)

ImagineWorldClient Client Management Software. User s Manual. (Revision-2) ImagineWorldClient Client Management Software User s Manual (Revision-2) (888) 379-2666 US Toll Free (905) 336-9665 Phone (905) 336-9662 Fax www.videotransmitters.com 1 Contents 1. CMS SOFTWARE FEATURES...4

More information

Lecture Notes, CEng 477

Lecture Notes, CEng 477 Computer Graphics Hardware and Software Lecture Notes, CEng 477 What is Computer Graphics? Different things in different contexts: pictures, scenes that are generated by a computer. tools used to make

More information

The Car Tutorial Part 1 Creating a Racing Game for Unity

The Car Tutorial Part 1 Creating a Racing Game for Unity The Car Tutorial Part 1 Creating a Racing Game for Unity Introduction 3 We will show 3 Prerequisites 3 We will not show 4 Part 1: Assembling the Car 5 Adding Collision 6 Shadow settings for the car model

More information

A Client-Server Interactive Tool for Integrated Artificial Intelligence Curriculum

A Client-Server Interactive Tool for Integrated Artificial Intelligence Curriculum A Client-Server Interactive Tool for Integrated Artificial Intelligence Curriculum Diane J. Cook and Lawrence B. Holder Department of Computer Science and Engineering Box 19015 University of Texas at Arlington

More information

Voice Driven Animation System

Voice Driven Animation System Voice Driven Animation System Zhijin Wang Department of Computer Science University of British Columbia Abstract The goal of this term project is to develop a voice driven animation system that could take

More information

The Classroom Computer: A Role-Playing Educational Activity *

The Classroom Computer: A Role-Playing Educational Activity * The Classroom Computer: A Role-Playing Educational Activity * Kenneth H. McNichols, M. Sami Fadali Electrical Engineering / MS260 University of Nevada, Reno Reno, NV 89557 Abstract Computers are among

More information

Using Windows CE Applications in the Pathfinder

Using Windows CE Applications in the Pathfinder Using Windows CE Applications in the Pathfinder Prentke Romich Company 1022 Heyl Rd. Wooster, Ohio 44691 Phone: 1-800-262-1984 14002v1.02 PRC Service Disclaimer Prentke Romich Company is not responsible

More information

Generate Android App

Generate Android App Generate Android App This paper describes how someone with no programming experience can generate an Android application in minutes without writing any code. The application, also called an APK file can

More information

Team Name: Team Members: Team Roles: School: Team Pure Victory. Mavis Cellier. Brenda Lye. Mavis Cellier (Designer) Brenda Lye (Artist) ACER Institute

Team Name: Team Members: Team Roles: School: Team Pure Victory. Mavis Cellier. Brenda Lye. Mavis Cellier (Designer) Brenda Lye (Artist) ACER Institute Team Name: Team Pure Victory Team Members: Mavis Cellier Brenda Lye Team Roles: Mavis Cellier (Designer) Brenda Lye (Artist) School: ACER Institute Game Details Game title: Patient Z Game description:

More information

a basic guide to video conversion using SUPER

a basic guide to video conversion using SUPER a basic guide to video conversion using SUPER This is a basic guide to video conversion using the freeware video conversion tool SUPER, from erightsoft. SUPER is a graphic front end to several free, powerful,

More information

Stock Market Challenge Maths, Business Studies and Key Skills Development. Dealing Room Game Teacher s Guide

Stock Market Challenge Maths, Business Studies and Key Skills Development. Dealing Room Game Teacher s Guide Stock Market Challenge Maths, Business Studies and Key Skills Development Dealing Room Game Teacher s Guide 10 Lane Learning 2010 Stock Market Challenge: Maths, Business Studies and Key Skills Development

More information

MMGD0203 Multimedia Design MMGD0203 MULTIMEDIA DESIGN. Chapter 3 Graphics and Animations

MMGD0203 Multimedia Design MMGD0203 MULTIMEDIA DESIGN. Chapter 3 Graphics and Animations MMGD0203 MULTIMEDIA DESIGN Chapter 3 Graphics and Animations 1 Topics: Definition of Graphics Why use Graphics? Graphics Categories Graphics Qualities File Formats Types of Graphics Graphic File Size Introduction

More information

Backing up with Windows 7

Backing up with Windows 7 Backing up your data should be a high priority; it is far too easy for computer failure to result in the loss of data. All hard drives will eventually fail, and (at the minimum) you should be prepared

More information

Creating 2D Drawings from 3D AutoCAD Models

Creating 2D Drawings from 3D AutoCAD Models Creating 2D Drawings from 3D AutoCAD Models David Piggott CrWare, LP GD205-2P This class explores the various techniques in creating 2D part and assembly drawings from 3D AutoCAD models. As part of the

More information

Watch Your Garden Grow

Watch Your Garden Grow Watch Your Garden Grow The Brinno GardenWatchCam is a low cost, light weight, weather resistant, battery operated time-lapse camera that captures the entire lifecycle of any garden season by taking photos

More information

CHAPTER 6 TEXTURE ANIMATION

CHAPTER 6 TEXTURE ANIMATION CHAPTER 6 TEXTURE ANIMATION 6.1. INTRODUCTION Animation is the creating of a timed sequence or series of graphic images or frames together to give the appearance of continuous movement. A collection of

More information

Vocabulary Strategies Toolbox

Vocabulary Strategies Toolbox Graphic organizers help students to visualize the relationships between words and their possible meanings. Teachers can use these graphic organizers and games with explicit vocabulary instruction. These

More information

Example Chapter 08-Number 09: This example demonstrates some simple uses of common canned effects found in popular photo editors to stylize photos.

Example Chapter 08-Number 09: This example demonstrates some simple uses of common canned effects found in popular photo editors to stylize photos. 08 SPSE ch08 2/22/10 11:34 AM Page 156 156 Secrets of ProShow Experts: The Official Guide to Creating Your Best Slide Shows with ProShow Gold and Producer Figure 8.18 Using the same image washed out and

More information

SMART NOTEBOOK 10. Instructional Technology Enhancing ACHievement

SMART NOTEBOOK 10. Instructional Technology Enhancing ACHievement SMART NOTEBOOK 10 Instructional Technology Enhancing ACHievement TABLE OF CONTENTS SMART Notebook 10 Themes... 3 Page Groups... 4 Magic Pen... 5 Shape Pen... 6 Tables... 7 Object Animation... 8 Aligning

More information

Figure 3.5: Exporting SWF Files

Figure 3.5: Exporting SWF Files Li kewhatyou see? Buyt hebookat t hefocalbookst or e Fl ash + Af t eref f ect s Chr i sjackson ISBN 9780240810317 Flash Video (FLV) contains only rasterized images, not vector art. FLV files can be output

More information

I Newsletter Q1 WELCOME TO OUR FIRST NEWSLETTER EDITION FOR 2015!

I Newsletter Q1 WELCOME TO OUR FIRST NEWSLETTER EDITION FOR 2015! I Newsletter Q1 WELCOME TO OUR FIRST NEWSLETTER EDITION FOR 2015! It s been a while since our last newsletter, but don t worry -- it s not you, it s us! We ve had our heads down hard at work speeding up

More information

Flash Tutorial Part I

Flash Tutorial Part I Flash Tutorial Part I This tutorial is intended to give you a basic overview of how you can use Flash for web-based projects; it doesn t contain extensive step-by-step instructions and is therefore not

More information

USER S MANUAL. Tote & Go Laptop 2003 VTECH. Printed in China 91-01584-008

USER S MANUAL. Tote & Go Laptop 2003 VTECH. Printed in China 91-01584-008 USER S MANUAL Tote & Go Laptop 2003 VTECH Printed in China 91-01584-008 Thank you for purchasing the VTech Tote & Go Laptop learning toy. Tote & Go Laptop is a powerful high-tech learning device with a

More information

Instructional Design Framework CSE: Unit 1 Lesson 1

Instructional Design Framework CSE: Unit 1 Lesson 1 Instructional Design Framework Stage 1 Stage 2 Stage 3 If the desired end result is for learners to then you need evidence of the learners ability to then the learning events need to. Stage 1 Desired Results

More information

Character Animation Tutorial

Character Animation Tutorial Character Animation Tutorial 1.Overview 2.Modelling 3.Texturing 5.Skeleton and IKs 4.Keys 5.Export the character and its animations 6.Load the character in Virtools 7.Material & texture tuning 8.Merge

More information

Copyright 2006 TechSmith Corporation. All Rights Reserved.

Copyright 2006 TechSmith Corporation. All Rights Reserved. TechSmith Corporation provides this manual as is, makes no representations or warranties with respect to its contents or use, and specifically disclaims any expressed or implied warranties or merchantability

More information

3D Animation Silent Movie Entitled The Seed : Research for Level of Understanding Compare between Male and Female

3D Animation Silent Movie Entitled The Seed : Research for Level of Understanding Compare between Male and Female World Journal of Computer Application and Technology 2(4): 94-98, 2014 DOI: 10.13189/ wjcat.2014.020403 http://www.hrpub.org 3D Animation Silent Movie Entitled The Seed : Research for Level of Understanding

More information

Action: Action: Teamwork rumor Injury rumor antarctica III antarctica III antarctica III

Action: Action: Teamwork rumor Injury rumor antarctica III antarctica III antarctica III The following are frequently asked questions, errata, and clarifications for Eldritch Horror and its expansions. Last updated on January 23, 2015. Content added in this update is marked in red. Errata

More information

4D Interactive Model Animations

4D Interactive Model Animations Animation Using 4D Interactive Models MVSand EVS-PRO have two distinctly different animation concepts. Our traditional animations consist of a sequence of bitmap images that have been encoded into an animation

More information

Using Kid Pix Deluxe 3 (Windows)

Using Kid Pix Deluxe 3 (Windows) Using Kid Pix Deluxe 3 (Windows) KidPix Deluxe 3 is a multimedia software program that is especially effective for use with primary level students. Teachers and students can create animated slide presentations

More information

not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game.

not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game. MR CHU: Thank you. I would like to start off by thanking the Central Policy Unit for the invitation. I was originally from Hong Kong, I left Hong Kong when I was 14 years old, it is good to come back with

More information

THE ADEPT (INITIATE, PART II)

THE ADEPT (INITIATE, PART II) TM Copyright 2000 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License

More information

Fusion's runtime does its best to match the animation with the movement of the character. It does this job at three different levels :

Fusion's runtime does its best to match the animation with the movement of the character. It does this job at three different levels : The Animation Welcome to the eight issue of our Multimedia Fusion tutorials. This issue will discuss how the Fusion runtime handle sprites animations. All the content of this tutorial is applicable to

More information

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene. Graphic Design Active Layer- When you create multi layers for your images the active layer, or the only one that will be affected by your actions, is the one with a blue background in your layers palette.

More information

Flash MX 2004 Animation Lesson

Flash MX 2004 Animation Lesson Flash MX 2004 Animation Lesson By Tonia Malone Technology & Learning Services 14-102 Lesson Opening a document To open an existing document: 1. Select File > Open. 2. In the Open dialog box, navigate to

More information

CALL US 801-656-2092. Free Report on How To Choose a Personal Trainer. This is an educational service provided to you by The GYM

CALL US 801-656-2092. Free Report on How To Choose a Personal Trainer. This is an educational service provided to you by The GYM Free Report on How To Choose a Personal Trainer This is an educational service provided to you by The GYM 1 6 Mistakes to avoid when choosing a personal trainer 1. Choosing a personal trainer strictly

More information

Collision Theory and Logic

Collision Theory and Logic This sample chapter is for review purposes only. Copyright The Goodheart-Willcox Co., Inc. All rights reserved. Chapter 5 Collision Theory and Logic 3 C H A P T E R 5 Collision Theory and Logic To use

More information

From Video to the Web

From Video to the Web From Video to the Web by Chris & Trish Meyer, Crish Design the duration of a single frame. Alternating horizontal lines are taken from these two fields and woven (interlaced) together to create a frame.

More information

Make your own Temple Run game

Make your own Temple Run game Make your own Temple Run game These instructions will talk you through how to make your own Temple Run game with your pupils. The game is made in Scratch, which can be downloaded here: http://scratch.mit.edu

More information

Ironclads: High Seas Game Manual v. 1.1

Ironclads: High Seas Game Manual v. 1.1 I. System requirements. Before installation, verify that your computer meets the minimal system requirements. Close all other programs prior to installing. You must have DirectX 9.0c installed. After installation

More information

Chapter 13: Program Development and Programming Languages

Chapter 13: Program Development and Programming Languages Understanding Computers Today and Tomorrow 12 th Edition Chapter 13: Program Development and Programming Languages Learning Objectives Understand the differences between structured programming, object-oriented

More information

DM810 Computer Game Programming II: AI. Lecture 11. Decision Making. Marco Chiarandini

DM810 Computer Game Programming II: AI. Lecture 11. Decision Making. Marco Chiarandini DM810 Computer Game Programming II: AI Lecture 11 Marco Chiarandini Department of Mathematics & Computer Science University of Southern Denmark Resume Decision trees State Machines Behavior trees Fuzzy

More information

4.1 Threads in the Server System

4.1 Threads in the Server System Software Architecture of GG1 A Mobile Phone Based Multimedia Remote Monitoring System Y. S. Moon W. S. Wong H. C. Ho Kenneth Wong Dept of Computer Science & Engineering Dept of Engineering Chinese University

More information

Midi Workshop. SAWStudio. From RML Labs. To order this product, or download a free demo, visit www.sawstudio.com

Midi Workshop. SAWStudio. From RML Labs. To order this product, or download a free demo, visit www.sawstudio.com SAWStudio Midi Workshop From RML Labs Welcome to the exciting new Midi WorkShop add-on for SAWStudio! The Midi WorkShop requires SAWStudio, SAWStudioLite, or SAWStudioBasic as a host. The Midi WorkShop

More information

Counselor Lesson Plan

Counselor Lesson Plan counselors for computing Counselor Lesson Plan Introduce Students to Computer Science in an Engaging Way Objective The intention of this lesson is to introduce students to computer science in such a way

More information

Stu S Double Jeopardy Create Your Own Quizzes

Stu S Double Jeopardy Create Your Own Quizzes Stu s Double Jeopardy Create your Own Quizzes: Step-by-Step Making a Jeopardy Quiz file is really simple, but making a great Jeopardy Quiz file is not so simple and requires some planning. Jeopardy is

More information

Learning Time Cuckoo Clock TM

Learning Time Cuckoo Clock TM Learning Time Cuckoo Clock TM INTRODUCTION Thank you for purchasing the VTech Learning Time Cuckoo Clock TM! The Learning Time Cuckoo Clock TM introduces time telling and ageappropriate curriculum in

More information

Software Project Plan

Software Project Plan Software Project Plan Introduction Project Scope GameForge is a graphical tool used to aid in the design and creation of video games. A user with limited Microsoft DirectX and/or Visual C++ programming

More information

Student Quick Start Guide

Student Quick Start Guide Student Quick Start Guide Copyright 2012, Blackboard Inc. Student Quick Start Guide 1 Part 1: Requesting Enrollment and Accessing the Course 1.1 1.2 1.3 Accepting a Course Invitation and Accessing the

More information

Chapter 13: Program Development and Programming Languages

Chapter 13: Program Development and Programming Languages 15 th Edition Understanding Computers Today and Tomorrow Comprehensive Chapter 13: Program Development and Programming Languages Deborah Morley Charles S. Parker Copyright 2015 Cengage Learning Learning

More information

BlazeVideo HDTV Player v6.0r User s Manual. Table of Contents

BlazeVideo HDTV Player v6.0r User s Manual. Table of Contents BlazeVideo HDTV Player v6.0r User s Manual Table of Contents Ⅰ. Overview... 2 1.1 Introduction... 2 1.2 Features... 2 1.3 System Requirements... 2 Ⅱ. Appearance & Menus... 4 Ⅲ. Operation Guide... 7 3.1

More information

Game Design From Concepts To Implementation

Game Design From Concepts To Implementation Game Design From Concepts To Implementation Overview of a Game Engine What is a Game Engine? (Really) Technical description of game: A Soft real-time interactive agent-based computer simulation A game

More information

XBMC Architecture Overview

XBMC Architecture Overview XBMC Architecture Overview XBMC Media Center Telematics Freedom Foundation - TFF XBMC Media Center is your ultimate multimedia hub. From the stunning interface, down to the helpful and enthusiastic community,

More information

REFERENCE GUIDE 1. INTRODUCTION

REFERENCE GUIDE 1. INTRODUCTION 1. INTRODUCTION Scratch is a new programming language that makes it easy to create interactive stories, games, and animations and share your creations with others on the web. This Reference Guide provides

More information

SketchUp Instructions

SketchUp Instructions SketchUp Instructions Every architect needs to know how to use SketchUp! SketchUp is free from Google just Google it and download to your computer. You can do just about anything with it, but it is especially

More information

Use fireworks and Bonfire night as a stimulus for programming

Use fireworks and Bonfire night as a stimulus for programming Learn it: Scratch Programming Make fireworks in Scratch Use fireworks and Bonfire night as a stimulus for programming Create an animated bonfire Design and program a working Catherine wheel Design and

More information

Dual core CPU 3.0 GHz 4 GB system memory Dedicated graphics card with 1024 MB memory (GeForce GTS 450-class equivalent or better)

Dual core CPU 3.0 GHz 4 GB system memory Dedicated graphics card with 1024 MB memory (GeForce GTS 450-class equivalent or better) Welcome to SCANIA Truck Driving Simulator - The Game Put your Truck driving skills to the test in SCANIA Truck Driving Simulator The Game! Once you've completed basic training hopefully you'll be up to

More information

Professional Surveillance System User s Manual

Professional Surveillance System User s Manual Professional Surveillance System User s Manual \ 1 Content Welcome...4 1 Feature...5 2 Installation...6 2.1 Environment...6 2.2 Installation...6 2.3 Un-installation...8 3 Main Window...9 3.1 Interface...9

More information

Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM

Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM 1 Introduction Project 2: Character Animation Due Date: Friday, March 10th, 11:59 PM The technique of motion capture, or using the recorded movements of a live actor to drive a virtual character, has recently

More information

Foot Locker Web Conferencing Service Guide

Foot Locker Web Conferencing Service Guide Foot Locker Web Conferencing Service Guide For Assistance Call: 1-800-688-9137 Reservation Line: (800) 688-9137 1 WebEx Users Guide This guide provides tips and techniques that you can use to conduct effective

More information

Overview Image Acquisition of Microscopic Slides via Web Camera

Overview Image Acquisition of Microscopic Slides via Web Camera MAX-PLANCK-INSTITUT FÜR MARINE MIKROBIOLOGIE ABTEILUNG MOLEKULARE ÖKOLOGIE Overview Image Acquisition of Microscopic Slides via Web Camera Andreas Ellrott and Michael Zeder Max Planck Institute for Marine

More information