DETERMINE THE GENDER
When, it would seem, the adaptation is ready … Faced the problem that it is difficult to get data from Facebook to determine the gender. And our characters are divided by gender. In the standard version, the developer is not given out information until the Application will be launched . There was a problem, how to get a gender, having an icon and a name (full name)
For a while, it seemed to us that it was impossible …
But we were able to “get round” ways to get data that exceeds the accuracy of gender determination. The sample was made based on the analysis of a large database of data ,which gender is selected with a specific name when filling out the fields in Facebook.
How would you solve this problem ??)
While multi-player online games are very successful, their fast deployment suffers from their server-based architecture. Indeed, servers both limit the scalability of the games and increase deployment costs. However, they make it easier to control the game (e.g. by preventing cheating and providing support for billing). Peer-to-peer, i.e. transfer of the game functions on each each player’s machine, is an attractive communication model for online gaming. We investigate here the challenges of peer-to-peer gaming, hoping that this discussion will generate a broader interest in the research community.
Today, millions of players are connected to several online gaming communities ...
Artificial Intelligence through Neural Networks
In order to define AI, we must first define the concept of intelligence in general. A paraphrased definition based on Wikipedia is:
Intelligence can be generally described as the ability to perceive information, and retain it as knowledge to be applied towards adaptive behaviors within an environment or context.
AI is used for other recognition tasks (pattern, text, audio, image, video, facial, …), autonomous vehicles, medical diagnoses, gaming, search engines, spam filtering, crime fighting, marketing, robotics, remote sensing, computer vision, transportation, music recognition, classification, and so on.
Biological Neural Networks Overview
The human brain is exceptionally complex and quite literally the most powerful computing machine k...
Topic will be started with the custom lighting system that allows for a lot 2D light sources even on low spec hardware. It was made in Unity but this approach should work in any game engine that lets you create procedural meshes.
Procedural Meshes to the rescue!
The basic idea is to use a procedural mesh to “stamp” the lighting data into a light buffer that is then sampled in shaders. This is not that different from how deffered lighting works, however this solution only needs to work in 2D so author can get this done in one draw call for all my lights at once by using a procedural mesh to draw the light.
The lasers in the example were rendered with a procedural mesh so it already had a texture lying around which can be used to store the light falloff in.
The laser sheet...
REAL FACIAL RECOGNITION FROM SOCIAL NETWORKS.
Face detection is realized on the basis of well-known programming paradigms and open source libraries. Once we get data on the coordinates of the eye, nose, mouth our algorithms will adapt to the 3D character models. The final step is the calculation of the average color setting on the basis of skin color, and the current level of lighting in the photo.
Once we figured out that content for our game contains Terrain (ground) which was designed with help of Terrains sub-engine. It’s very interesting tool with great features of brush painting and sculpting, but for our game it become a huge overhead in memory.
What we had to do is to reduce memory usage. But it was tricky because sub-engine is closed for modifying system, like a black box. So we explored it properties and managed to export data from it to raw textures and heightmap. Than we wrote our own lightweight Shader (surface visualization program) to draw the ground without performance lose. It looks the same as you can see.
As a result we reduced game size on device for 40mb. Geometry complexity benchmark:
We optimized the basic version to increase the speed o...
Paint the Walls
There was no need to re-invent a wheel. There are a lot of good algorithms for it. This is a great feature that is perceived by our brain, as an expression of creativity, protecting us from the inner mental strain.
It is used occasionally in casual games and usual have poor implementation. Painting of everything is an important part of fun in our gameplay. It’s like a toy – you can do what ever you want.
Create with Colors Shooter!
THE RAY CASTING IN OUR GAME IS PHYSICS.
Now we solve the problem of control over the flow, its improvement and hit the target. To paint over an object or wash away a character, we need to find out if colors flow has got into it. Traditional methods of visualization are more suitable for PC, and color shooters are created for mobile devices. Our goal – high performance parameters to achieve maximum realism, but the possibilities of mobile devices significantly limit the speed and clarity, which complicates the task.The method of ray casting computationally complex, time-lapse, per-pixel dynamic calculation has allowed us to obtain the desired result.A beam defining a collision with objects around is accompanied by a curved flow along the entire length...
3D LIQUID PHYSICS SIMULATION FOR MOBILE DEVICES
We continuously strive to create a truly new, casual game for mobile devices. Colors Shooter is more than just a game for us.
We take a responsible approach to designing every moment, at this stage of our game is under development, the first with what we face is a liquid physics for mobile devices. We have been able to innovate and create the first 3D liquid physics simulation for mobile devices never seen before on mobile devices.
Due to limited mobile capabilities devices (weak processor and video card), our implementation is a simulation with a preview on more powerful computing devices PC. With this technique, we can only visualize the flow according to previously prepared data.