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The second step was to stitch the stitch the level chunks together. This was done by utilising Hilbert Curves. In Galak-Z they used this curves to stitch the level chunks created by the cellular automata together to create the levels. To avoid that every level has the same base structure they took higher level Hilbert curves and took move some sort of sliding window around to get more complex levels.
Contextual Barks are simple described a set of rules that if met lead to a dialog. A problem that can arise 2 Figure 2: First to third order Hilbert Curves[2] with Contextual Barks is that the number of rules can be very high and lead to a very complex systems.
He used a tool called Sentient Sketchbook[5] to create a basic room layout. For generating the level they use a backwards approach the designer creates a basic level layout with connected rooms. The level layout is then in combination with the SEntient Sketchbook to create the content of the rooms. Tyler Coleman from Retora Games talks about how pseudo randomnumber generators can be used in games and how you can take advantage of the pseudo nature of these generators.
Usually randomnumber generators need some sort of seed. In games the seed might be responsible what kind of experience happens in the course of the game. Their are different options on how to get a seed. The first one is to let the user input the seed. This allows players to share their experiences with others as the same seed triggers the same events. Another option would be to user the users input as seed. An example would be something like the Assassins Creed loading screens where the player can run around and do stuff or something simple like entering the username.
Another seed possibility is to take the X, Y and Z coordinates from an object. This seed is unique to that item. Also UserID can be used as seed. This allows a unique experience for a specific player.
Another type of seed is Lifetime Seed. The idea behind this type of seed is that the gamer experience stays consistent through multiple gameplays although it is different between players. The talk shows that procedural methods can be used in very different way in every aspect of game design form level to personality creation and also at some level for story telling.
Some methods present in the GDC talk are more or less standard methods but as the use of Hilbert Curves for level generation shows game designers have to sometimes think outside of the box when conventional methods do not work for the problem at hand. I think that the relevance of procedural generated content will get higher but more in the aspect of story telling.
Procedural generated stories make a game much more replayable than dungeons that are to some point random, like dungeons in Diablo. It has multiple profit reasons to shrink data, but the main premise is money. It can save your money by reduce your bandwidth costs for initial downloads, updates and continuous connections. Also decreasing the loading times and smaller app size of your game will be achieved by shrinking data. So it can expand the reach of your game.
The speaker mentioned some action reasons why it could be fun to shrink data. Two of the reasons are to find the next best data algorithm to reduce data size and to deal big data properly. Data compression is the process of encoding information using fewer bits than the original representation. It comes in two flavors, lossless and lossy.
Lossless compression has no information lost. The compressed data is equal to the decompressed data. Unlike the lossy compression, it removes unimportant information. So the decompressed data will not be the same as the original data. It has a built in compression.
So it compresses automatically the outgoing data. But the outgoing data can also be compressed with some data treatments. For example, the omission of whitespace and comments in the data or to save a recurrent string only one time and replace it with an identification number.
Another opportunity to reduce the network traffic is to use binary data formats. Binary data has a stronger compression speed and faster compression options. The talker mentioned some general hints, like always encrypt after compression and to make the compression configurable.
Configurable in this context means, that the compression algorithm should be easily replaced with a newer or faster algorithm. This section is about game asset downloads. Game assets are music, sound effects, 3D models, sprites and so on. This sort of data will be downloaded only once and it changes not so often. Therefore it is the best option to use the strongest compression algorithm. Also in this chapter the speaker gave some general hints.
If game assets will be stored on the device, a user-friendly way would it be to save the files compressed. But never forget about the compression time of these locally saved files. The created app packages from the developer environments are just simple zip files. The compression is not very good. So compress the app data before packaging. The best way to compress textures is JPEG. JPEG is a method of lossy image compression. Geometry and animation data is essentiel in a game application, but they are very format depending.
Avoid to use tangents and binormals, because these vectors can be descriped by simpler curves to save some memory size. The best approach to shrink geometry and animation data is a lossy compression with an generic algorithm. Shrinking data is very important in game development. In my investigation I only found two new technologies. Rapid and Accurate Image Super Resolution, https: This paper deals with the problem of using passwords for the authentication in games and introduces a new two factor authentication service called Authy.
In addition some common guidelines for players are discussed when dealing with accounts. Finally a new approach to user authentication for mobile devices is presented that could be used to enhance security in many applications.
Security has become a main issue in nearly all applications that we use nowadays. In most of the systems we have to authenticate us before we can use any service. Since there are more and more online games and standalone games were some data has to be stored on the servers, security is also very important in gaming.
Many games also use in game purchases, where the gamers could buy some items or unlock features by paying with real money.
Due to that fact, attacks on game accounts increased drastically over the past few years. If a password is stolen, some private data could be extracted from the corresponding game account. The main problem in authentication is that all users hate passwords and should remember passwords for different accounts.
A survey showed that most of the users use very weak passwords because they are more likely to be remembered. But on the other hand unwanted persons could easily steal these passwords, and that is the core problem. Two Factor Authentication 2FA uses two pieces of information for authentication. The typical form of 2FA is that you know this information, for example a username or email and a password.
The problem here is that also other could probably know this information. Another way of doing 2FA is that you have something physical like a chipcard or an encrypted token generator. The third possibility would be to use unique aspects of yourself to authenticate. Over the last decades there had been many different approaches to perform 2FA. At the beginning there were hardware based token generators. After the invention of mobile phones, it was possible to send voice or text messages with one time password codes.
Since the evolution of smart phones, applications on that mobile devices could be used to do 2FA. The problem of older 2FA mechanisms was that someone had to either buy these token generators as used for example in World of Warcraft or that the authentication was not secure when using email verification for logging in. Another disadvantage of such approaches is a very bad end user experience because the user often does not know what is actually really going on.
To demonstrate the capabilities of Authy it was integrated in a Minecraft server to authenticate the user in the game.
On the smart phone some details about the authentication 1 process are shown and the user is able to approve or deny the request. The main advantages of this mechanism are that the end user is informed in detail what is happening and he can respond immediately. Apart from the login process, it is also possible to protect in game actions or any kind of process with this approach. Authy was designed to provide stronger authentication for comsumers, communites and administrators.
It could also be used for transaction security, for example to protect worlds or for in game purchases. The service also supports older 2FA methods for one time password codes like voice or sms. So Authy is a cloud service that it accessible from everywhere. There is also a client app available for all mobile platforms that handles the push notifications and interacts with the end user to approve or deny the authentication request.
Further there exists an Authy SDK to support the creation of own mobile apps that handle the user interaction. Especially the push logic is very likely to be attacked so in this part secure communication is provided by Authy. The main thing to remember when integrating Authy in your application is that you own the application and the users in terms of software design and just use the cloud service to perform 2FA. Using Authy is very easy und just requires three main steps to be performed.
There are interfaces for many common programming languages, so performing these steps will work throughout a variety of projects. First a user has to be registered in Authy with corresponding email and of course a phone number.
This call returns an authy id for this registered user that should be stored in the current application e. If authentication of a user is required at some point, an approval request is sent using the stored authy id from before.
In the last step the callback of the request is used to get the result and perform some action. Following this approach Authy can be used in different applications and games to provide user authentication in a more convenient way.
In the year there have been many cybersecurity incidents where organizations, companies and also individuals were involved. It was a bad year for password security because a lot of data was leaked or stolen by cybercriminalists.
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