
Predator : un programme de reconnaissance visuelle sous GPL Un jeune chercheur tchèque, Zdenek Kalal, a publié récemment sur YouTube une vidéo assez impressionnante démontrant les capacités du programme de reconnaissance visuelle en temps réel qu’il a développé dans le cadre de sa thèse de doctorat soutenue à l’université du Surrey (Grande Bretagne). Depuis janvier 2011, il poursuit ses travaux à l’EPFL avec Vincent Lepetit et Pascal Fua deux professeurs français de l’université suisse. Un point intéressant dans ce projet, outre les performances apparemment réellement surprenantes, consiste dans le choix de licence de publication. En effet, les sources sont publiées sous licence GPL, et comme Kalal le rappelle sur son site : « cela signifie que toute diffusion d’un projet contenant tout ou partie du code de OpenTLD devra se faire avec les codes sources et sous licence GPL en version 3.0 ou ultérieure. » OpenTLD (Tracking, Learning and Detection) est l’autre nom du logiciel (le nom Predator étant plus « vendeur », peut-on imaginer).
VideoTutorials Search public documentation: VideoTutorials 日本語訳中国翻译한국어 Interested in the Unreal Engine? Looking for jobs and company info? Questions about support via UDN? UE3 Home > Unreal Engine 3 Video Tutorials Often there's no better way to learn a tool than to watch it being used. Accessing the Videos Each of the links below points to a tutorial, grouped by topic or specific feature. The video tutorials are linked to a media repository from this page. NOTE: These video tutorials were made using the Unreal Development Kit. Please right-click and save each file to your local storage space. Engine Tutorials The file format is Windows Media Video (.wmv). Skeletal Mesh Pipeline - Using UDK Jeremy Ernst, Technical Animator at Epic Games, takes you through the Unreal Engine Skeletal Mesh pipeline. Each compressed archive contains one video: Skeletal Meshes: Intro Skeletal Meshes: Skeletal Meshes Import/Export Skeletal Meshes: Mirror Tables Skeletal Meshes: Sockets Skeletal Meshes: Physics Assets Subtitles
The Square Grid - A simple CSS framework for designers and developers Design a Video Game Interface Window in Photoshop One of the most important aspects of playing a video game is how information is presented. How the graphics are presented makes a major difference in how the players will perceive the game during play. In today’s tutorial we will demonstrate how to design a video game interface window. During the process we will show how to manually draw certain aspects, apply layer styles, textures, and even how to incorporate Adobe Illustrator. Let’s get started! Tutorial Assets The following assets were used during the production of this tutorial. Step 1: Background Create new file with size 1152 px x 864 px. Step 2 Add a paper textures again, this time change its blend mode with Multiply. Step 3 Add adjustment layer Hue/Saturation to darken it. Step 4 Add a vintage book textures with blend mode Multiply and Opacity 48%. Step 5 Add old paper textures. Step 6 Add adjustment layer Black & White. Step 7 Create new layer. Step 8 Set its blend mode to Multiply and reduce its opacity to 8%. Step 9 Create new layer.
Doxygen : de la doc pour mon site Drupal | La documentation du code, voilà un sujet qui passionne les foules. Et surtout, voilà la bête noire des développeurs. C’est la bête noire du développeur qui reprends un projet non documenté, lorsque celle-ci brille par son absence. C’est aussi la bête noire du développeur qui doit la rédiger. Afin de fournir une documentation digne de ce nom pour un site Drupal, ou pour tout autre projet, il faut « simplement » attraper le virus de la Doc. Le choix de la communauté Drupal, c’est Doxygen, un générateur de documentation OpenSource. Comme tout un chacun le sait, et en particulier ces détracteurs, qui ont pour religion la POO, Drupal n’est pas « Full objet ». Voici le script que j’utilise généralement pour mes projets Drupal : drupal.doxy J’attire en particulier votre attention sur deux paramètres : - INPUT : les chemins vers les ressources que vous voulez documenter. Les commandes Shell pour générer la documentation sont les suivantes : 1/ Installation de doxygen et de latex
Creating a Game with Bonjour – Game Logic In the previous articles, we predominantly focused on the network aspect of the game. In this final installment, it is time to zoom in on the game itself. We will implement the game and leverage the foundation we laid in the previous articles to create a multiplayer game. Introduction In this article, we will discuss two topics, (1) creating the game and (2) leveraging the foundation that we created in the previous articles. 1. Let me start this article by briefly talking about the game, Four in a Row. This implies that we need to keep track of quite a few variables. I am not an expert in game development and the approach we use in this project is not the only solution to implement Four in a Row. While exploring Four in a Row, I stumbled upon a Stack Overflow answer that outlines an algorithm for Four in a Row using bitboards. As I said, we will be using an array of arrays as the data structure of the game. Step 1: Adding the Board View Let's start by creating the board view. 2. 3. 4. 5.
Creating 2D Games With Unity3D Part 1 | Rocket 5 Studios One of my goals for 2011 is to write at least one new blog post every week. I’m going to kick off that goal this week by starting a multi-part series on creating 2D games with Unity3D. Please feel free to add comments below, especially if you have insight or questions about making 2D games with Unity3D. Introduction There are tons of different ways to handle creating 2D games in Unity3D. Tools For sprites, I use Sprite Manager 2 which is a 3rd party Unity plugin – you can purchase SM2 on the Above and Beyond Software website or from the Unity Asset Store. There is also a free version of Sprite Manager which you can read about in this Unity Forum post. Be sure to watch the tutorial videos on the AndB website as they’re loaded with information on how to use SM2. Main Camera When making 2D games, you’ll typically want to set your Camera’s Projection to Orthographic rather than perspective, which will give you a flat 2D view of the scene. Ambient Lighting Collision Unity’s Built-in 2D Objects
Chapter 4 -- C++ Game Programming Tutorial by Forest J. Handford In this chapter we will develop a Hangman game. To start off this chapter, we are going to learn about the ++ and the -- operator. Var will equal 2 after the second statement. The above code in the loop is equivalent to the following: Array[Count] = Count; Count = Count + 1; The ++ and -- operator when preceding the variable has the highest precedence in the order of operations. Type casting is a way to change the type of a variable. The above code will produce a compiler error because they are of different types. Now let's go over the for loop. The initial code is executed first and then the condition is checked. output: 0 1 2 3 4 Access to variables and constants can be confusing in C++ to beginner programmers. We won't use pointers or dynamic variables until a later chapter so don't worry about them. In C++ you can create your own types using typedef. Here is an example: typedef char String[15];String Words[23]; The above makes an array of arrays. WriteWords();
TexturePacker - Create Sprite Sheets for your game! Optimize Your Game! TexturePacker helps you reduce memory usage and improve game's performance For best performance directly export to your target system's image formats like PVR, KTX and others. Create a Maze Engine in HTML5 In this tutorial, you will learn how to create a maze-like navigation system which you could apply to “point and click”, graphical adventures games, and more innovative genres as well. This system was used in my game Me Mnemonic, an HTML5 action memory game for Android, Firefox OS devices and web. At the end of this tutorial, you will be able to create any maze structure, with just few lines of codes, and navigate through it with keyboard arrows, mouse click or touch. Requirements You should be familiar with HTML, CSS, JavaScript and basic object oriented concepts. What to expect Before moving on please check out the live demo in your browser to see what we are talking about. How it works Here is the list of files that we will be using: direction.jsLevel.jsLevel_1.jsmaze.cssmaze.htmlmaze.jsRoom.js and a short explanation: maze.html is a game view, run this to see the maze in actionmaze.js is the starting point of the game, something like the main controller. That’s it. Let’s go deeper maze.js