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WWE Raw (video game) - Wikipedia, the free encyclopedia. WWE Raw. Developer(s)Anchor Inc. Publisher(s)THQDirector(s)Hiroshi Inukai. Designer(s)Kentaro Arai. Composer(s)Takayuki Nakamura. Platform(s)Xbox, Microsoft Windows. Release date(s)Xbox. NA February 1. 1, 2. EU September 2. 7, 2. Microsoft Windows. Recent Posts. Spectre 2015 Worldfree4u – BRRip 165MB Dual Audio ESubs – HEVC Mobile; Poojai (2014) Worldfree4u – 185MB HDRip [Hindi-Tamil] Uncut – HEVC Mobile. NA October 1. 4, 2. EU November 1, 2. Genre(s)Fighting, Wrestling. Mode(s)Single- player, multiplayer. WWE Raw is a video game released on the Microsoft Xbox (titled WWF Raw) and Microsoft Windows by THQ in 2. It is based on the television series of the same name. It was the first WWE game released on the Xbox and also the last WWE game released on PC until the release of WWE 2. K1. 5 thirteen years later in 2. A sequel was released in 2. Gameplay[edit]The game offers the players a wrestling experience with various matches like singles match, tag team match, triple threat, fatal 4 way, battle royal and handicap matches. It has a weak/strong grapple system. There are two types of grapples: one which is done with normal opponents and other with groggy opponents. The normal grapples do little harm when compared to grapples done when the opponent is stunned. There is a voltage meter which shows the momentum of the wrestlers. Special move, high flying attacks and taunting boost the momentum while repeated attacks cost loss in momentum. Finishers can only be applied when the opponent is stunned and the voltage meter is flashing. Excessive use of finishers also cause loss in momentum. Reception[edit]The game was met with mixed reception. Game. Rankings and Metacritic gave it a score of 6. Xbox version,[1][3] and 5. PC version.[2][4] In Japan, Famitsu gave the former version a negative score of 1. References[edit]^ ab"WWF Raw for Xbox". Game. Rankings. Retrieved March 1, 2. WWE Raw for PC". Game. Rankings. Retrieved March 1, 2. WWF Raw for Xbox Reviews". Metacritic. Retrieved March 1, 2. WWE Raw for PC Reviews". Metacritic. Retrieved March 1, 2. Marriott, Scott Alan. WWF Raw (Xbox) - Review". All. Game. Archived from the original on November 1. Retrieved March 2, 2. EGM staff (April 2. WWF Raw (Xbox)". Electronic Gaming Monthly: 1. Xbox - WWE RAW". Famitsu. June 3. 0, 2. 00. Leeper, Justin (March 2. WWF Raw (Xbox)". Game Informer (1. Archived from the original on September 1. Retrieved March 2, 2. The D- Pad Destroyer (February 2. WWF Raw Review for Xbox on Game. Pro. com". Game. Pro. Archived from the original on February 1. Retrieved March 2, 2. Nash, Joe (March 2. WWF Raw Review (Xbox; score mislabeled as "Dв€’")". Game Revolution. Archived from the original on March 2. Retrieved March 2, 2. Villoria, Gerald (February 1. WWF Raw Review (Xbox)". Game. Spot. Retrieved March 2, 2. Varanini, Giancarlo (November 2. WWE Raw Review (PC)". Game. Spot. Retrieved March 2, 2. Bub, Andrew S. (March 7, 2. WWF Raw (Xbox)". Game. Spy. Archived from the original on January 1. Retrieved March 2, 2. Lafferty, Michael (February 2. WWF Raw Review - Xbox". Game. Zone. Archived from the original on October 7, 2. Retrieved March 2, 2. Lafferty, Michael (November 1. WWE Raw - PC - Review". Game. Zone. Archived from the original on October 4, 2. Retrieved March 2, 2. Boulding, Aaron (February 8, 2. WWF Raw (Xbox)". IGN. Retrieved March 2, 2. WWF Raw". Official Xbox Magazine: 7. April 2. 00. 2. ^Morris, Dan (February 2. WWE Raw". PC Gamer: 7. Archived from the original on March 1. Retrieved March 2, 2. External links[edit]. WWE 2. K1. 5 (2. 01. Worldfree. 4u – Free Download Pc Game Inc. ALL DLC’s – Repack – Khatrimaza – Mp. Movies. General Information: Release Date: 2. April 2. 01. 5 | Developed By: Yuke’s | Published By: 2k Sports | Genre: Sports- Fighting | Platform: Pc | Language: English | Total Size: 7. MBDescription: WWE 2. K1. 5 is a wrestling simulation video game developed by Visual Concepts and Yuke’s and published by 2. K Sports. The game is the latest in the WWE 2. K series and released on October 2. North America and October 3. Europe for the Play. Station 3 and Xbox 3. Play. Station 4 and Xbox One on November 1. North America and November 2. Europe. The cover features John Cena and is the first in the series to use the WWE logo introduced in 2. On April 2. 1, 2. WWE announced an upcoming Windows PC release on April 2. This will be the first in the WWE 2. K series to be released on PC as well as the first WWE game to be released on PC since 2. WWE RAW. Key Features: 2. K Showcase. On August 4, 2. IGN revealed that the game will feature a historical mode, which focuses on past WWE rivalries. Called the 2. K Showcase, the story mode is similar to WWE 2. K1. 4’s 3. 0 Years of Wrestle. Mania mode in that it focuses on historical events, but will be more like the Attitude Era mode in WWE ’1. The mode goes into more depth, giving more detailed looks at personal rivalries, treating them as mini- documentaries. Set to feature 3. K Showcase is highlighted by two rivalries: Hustle, Loyalty, Disrespect, which focuses on the rivalry of John Cena and CM Punk from 2. Punk beginning to rebel against Vince Mc. Mahon and the way he ran the company and later when he claimed he didn’t earn the respect he deserved; Best Friends, Bitter Enemies, which chronicles the rivalry between Triple H and Shawn Michaels from 2. Triple H betrayed Michaels after his return to action to prove himself as the better of the two. Downloadable Content Showcases. WWE 2. K1. 5 has three Showcases, which containing to be as DLC. One More Match features a rivalry between Christian and Randy Orton during 2. Hall of Pain features Mark Henry’s domination and his path to the World Heavyweight Championship during 2. Path of Warrior focuses on the career of The Ultimate Warrior. My. Career. The game also has a My. Career mode similar to NBA 2. K1. 5’s. Players take on the role of a Superstar made in the Creative Suite and follow the evolution of their WWE career, from the WWE Performance Center and NXT to the main event at Wrestle. Mania and eventually to the WWE Hall of Fame. This is the first time that the WWE 2. K series features a Career mode and the first for the series overall since Smack. Down vs. Raw 2. 01. Designed to be a branching, but linear, storyline in which players actions have effects on the future, My. Career is reminiscent to story modes of earlier Smack. Down games and WWF No Mercy in which decisions affected outcomes. The mode also features a morality system to allow players to decide whether they want to play as a face (fan favorite) or a heel (rule breaker) with each choice having an effect on the meter. There is also a 1- 5 star match rating system that rates matches based on technique, pacing and momentum, with squash matches getting lower ratings and back- and- forth matches getting higher ratings. Wins and losses have little effect on match ratings with the goal being to put on the best match possible. This mode is exclusive to the Play. Station 4 , Xbox One and Microsoft Windows versions of the game. Who Got NXTReplacing My. Career on Play. Station 3 and Xbox 3. Who Got NXT which is a story mode focusing on up- and- comers from NXT: Adrian Neville, Bo Dallas, Corey Graves, Rusev and Sami Zayn, the 5 playable NXT Superstars in the game.[4]Proving Ground. Designed to be the spiritual successor to Defeat The Streak on WWE 2. K1. 4, Proving Ground pits players against John Cena, the top guy in WWE. This mode is only unlockable after completing the Who Got NXT mode. The player will choose one of the 5 playable NXT Superstars to face Cena in a one- on- one match with a 3. Defeating Cena with all 5 NXT stars will unlock the entire roster (including created Superstars) to play the mode with. Install Notes: 1) Disable Antivirus. Mount or burn ISO3) Install The Game Using Setup. Run The Game From Desktop. Play! WARNING: We don’t provide any tech support if game doesn’t work don’t ask us for help. You’ll have to fix problem on your own, download at your own risk. You system might have any problem old drivers graphics card etc. We don’t know about that. Free Download Game Via Resumable 9. MB Rar Parts||Nowdownload | Direct | Clickupload | Uploadbaz | 2. Drive. 24. Upload | Usercloud | Indishare | Ozofile | Tusfile | Uppit. Arab | 2. Down | Filesbomb | Huge | Multi | Uptobox | Ufiles. The Hunger Games (2. Box Office Mojo. An company© IMDb. Inc. or its affiliates. All rights reserved. Box Office Mojo and IMDb are trademarks or registered trademarks of IMDb. Inc. or its affiliates. Terms of Use and Privacy Policy under which this service is provided to you. Katniss Everdeen and Peeta Mellark become targets of the Capitol after their victory in the 74th Hunger Games sparks a rebellion in the Districts of Panem.The Hunger Games: Catching Fire. This article is about the film. For the novel on which it is based, see Catching Fire. The Hunger Games: Catching Fire is a 2. American dystopianscience fictionadventure film based on Suzanne Collins' dystopian novel, Catching Fire (2. The Hunger Games trilogy. The film is the sequel to The Hunger Games (2. The Hunger Games film series, produced by Nina Jacobson and Jon Kilik, and distributed by Lionsgate. Francis Lawrence directed the film, with a screenplay by Simon Beaufoy and Michael Arndt. Adding to the existing cast, the supporting cast was filled out with Philip Seymour Hoffman, Jeffrey Wright, Jena Malone, Sam Claflin, Lynn Cohen, Amanda Plummer, Alan Ritchson, and Meta Golding. Filming began on September 1. Atlanta, Georgia, before moving to Hawaii. The plot of Catching Fire takes place a few months after the previous installment; Katniss Everdeen and fellow District 1. The Hunger Games summary of box office results. Second Weekends: 17. Rated PG-13, Opening Weekends: 10. . My Epic Book Recipe Checklist for The Hunger Games: 1. I watched the second part of the last Hunger Games movie. 2013 Cecily rated it. Katniss Everdeen Katniss Everdeen is the main. in the 74th Hunger Games. chariot ride before her first games and her dresses.The second was because. Peeta Mellark have returned home safely after winning the 7. Annual Hunger Games. Throughout the story, Katniss senses that a rebellion against the oppressive Capitol is simmering throughout the districts. The Hunger Games: Catching Fire was released on November 1. Brazil; November 2. Finland, Sweden, and Norway; November 2. United Kingdom; and November 2. The film is the sequel to The Hunger Games (2012) and the second installment in The. The Hunger Games. It was the highest rated science fiction/fantasy. Hunger Games Trailer HD. First official HD Trailer of The Hunger Games Movie, after a first teaser, unveils the Gary Ross Movie starring Jennifer Lawrence. The Hunger Games is a 2012 American. The film has been rated 12A by. Lionsgate announced that a film adaptation of the second novel in The Hunger Games. IMAX, in the United States. The film set records for the biggest November opening weekend and biggest three- and five- day Thanksgiving box- office totals, surpassing the first film's box office grosses. It ranks as the 1. D film since The Dark Knight (2. The Exorcist (1. 97. The film has grossed over $8. The Hunger Games series. The film was followed by The Hunger Games: Mockingjay, a two- part sequel and finale of the franchise: Part 1 was released on November 2. United States, and Part 2 on November 2. Catching Fire received positive reviews and is widely considered by critics to be an improvement over its predecessor, with the sentiment being that it's "a more- confident, more- polished movie"; praise also goes to Lawrence's performance as Katniss. It's the most critically acclaimed chapter in The Hunger Games series, according to review aggregator. Rotten Tomatoes. The film also received numerous nominations, with a nomination for the Broadcast Film Critics Association Award for Best Action Film and a Saturn Award for Best Science Fiction Film. For her performance, Lawrence was nominated a second time for the Empire Award for Best Actress as well as the Saturn Award and Broadcast Film Critics Association Award. The song "Atlas" was also nominated for the Grammy Award for Best Song Written for Visual Media and a Golden Globe Award for Best Original Song. After winning the 7. Hunger Games, Katniss Everdeen and Peeta Mellark return home to District 1. President Snow visits Katniss at her home. The two make an agreement to not lie to one another, and Snow explains that her actions in the Games have inspired rebellions across the districts. He orders her to use the upcoming victory tour to convince him that her actions were out of genuine love for Peeta, not defiance against the Capitol, otherwise Katniss' loved ones will be killed. As the tour begins, Haymitch Abernathy, Katniss and Peeta's mentor, warns them that the "show" of their relationship must continue for the rest of their lives. Katniss suggests a public engagement between herself and Peeta, which is carried out and approved by Snow at his mansion in the Capitol. Returning home, Katniss warns her friend Gale Hawthorne of Snow's threat to kill both their families. Peacekeepers crack down on District 1. Gale is publicly whipped after attacking new Head Peacekeeper Romulus Thread. Snow announces that the upcoming 7. Hunger Games, the Third Quarter Quell, will feature tributes selected from previous victors. Katniss immediately devotes herself to ensuring Peeta's survival, and recruits Haymitch's help to do so. At the reaping, Effie Trinket draws Katniss and Haymitch's names, but Peeta immediately volunteers to take Haymitch's place. As they prepare, Haymitch reveals that all the tributes are angry about being returned to the Games and advises a reluctant Katniss to make allies. In the pre- Games interviews, Katniss wears a wedding dress, as ordered by President Snow, but her stylist Cinna rigs it to transform into a representation of a mockingjay. Peeta announces that he and Katniss have secretly married and are expecting a baby, which causes outrage, and the audience of Capitol citizens begins shouting for the Games to be stopped, to no avail. Just before Katniss enters the arena, Cinna is severely beaten by Peacekeepers, as punishment for the dress, and dragged away as Katniss watches helplessly. In the Games, Katniss allies with Finnick Odair and the elderly Mags, from District 4. The arena's outer force field shocks Peeta, stopping his heartbeat until Finnick revives him. The group flees a poisonous fog, and Mags sacrifices herself so as to avoid slowing them down. When vicious mandrills attack, Peeta is saved by the unexpected sacrifice of a tribute from District 6. The group escapes to a beach and meets District 3's Wiress and Beetee, and District 7's Johanna Mason. Wiress discovers the arena is designed like a clock with regular hazards each hour, but is killed soon afterward by Cashmere and Gloss, the brother and sister tributes from District 1, who are in turn killed by Johanna and Katniss, respectively. Beetee suggests using one of the hazards, a tree that is struck by lightning every 1. The group separates to prepare the trap, but once alone Johanna suddenly hits Katniss over the head, stunning her, and discreetly cuts the tracker from her arm. Katniss returns to the tree and finds an unconscious Beetee with the wire from the tree attached to a makeshift spear. Unable to find Peeta, Katniss almost attacks Finnick, but Finnick reminds her to remember "who the real enemy is", as Haymitch had advised her prior to the Games. Katniss attaches the remaining wire to an arrow and shoots it into the arena's force field as the lightning hits, causing a power failure that takes down the dome's force field as well as the Capitol's surveillance. Katniss awakens in an aircraft to find Haymitch, Beetee, Finnick, and Plutarch Heavensbee, the head Gamemaker, who is revealed to be a rebel against Snow. He tells her they are bound for District 1. Katniss, who symbolizes the growing rebellion. They were unable to rescue Peeta and Johanna, who were taken by the Capitol. A distraught Katniss is sedated after attacking Haymitch. She later awakens to find Gale by her side, who reassures her that her family is safe but tells her that District 1. Capitol. Production[edit]Pre- production[edit]Lionsgate announced that a film adaptation of Catching Fire would be released as The Hunger Games: Catching Fire on November 2. The Hunger Games, with principal photography to take place in September 2. Simon Beaufoy was hired to write the script for the film and wrote two drafts[7] before leaving after Gary Ross, director of The Hunger Games decided not to direct the sequel. The shooting timeframe was co- ordinated between Lionsgate and 2. Century Fox, in order to allow time for Jennifer Lawrence to shoot X- Men: Days of Future Past, the sequel to Fox's X- Men: First Class, in January 2. On April 1. 0, 2. Gary Ross, director of The Hunger Games, would not return due to a 'tight' and 'fitted' schedule.[9]Bennett Miller, Joe Cornish, Francis Lawrence and Juan Antonio Bayona were all being considered to direct the new film.[1. On April 1. 9, 2. Francis Lawrence was offered the director position for the film. According to sources, the adaptation needed to be done filming by December 2. Jennifer Lawrence's schedule.[1. When X- Men: Days of Future Past lost its original director[1. April 2. 01. 3,[1. Jennifer Lawrence was no longer needed to be filming in January 2. The Hunger Games: Catching Fire was extended to March (including several breaks due to the holidays and awards season).[1. Lionsgate officially announced Francis Lawrence as the director for Catching Fire on May 3, 2. Two days later, it was reported that Michael Arndt (Toy Story 3, Little Miss Sunshine) was in talks to re- write the script for Catching Fire.[1. On May 2. 4, 2. 01. The Hunger Games: Catching Fire[1. Arndt was confirmed as the new writer of the script.[1. The film featured sequences filmed in the IMAX format.[1. Casting[edit]In July 2. Jena Malone would portray Johanna Mason,[2. Amanda Plummer would portray Wiress, and that Philip Seymour Hoffman would portray Plutarch Heavensbee.[2. Following this, in August 2. Lynn Cohen had been cast as Mags.[2. Alan Ritchson was cast as Gloss on August 9,[2. Sam Claflin as Finnick Odair on August 2. Jeffrey Wright as Beetee on September 7.[2. Filming[edit]Lawrence, Hutcherson and Hemsworth all dyed their hair for the movie once again. Lawrence went back into archery training in order to get in shape for the role while the supporting cast undertook training in preparation for the arena scenes.[2. Production officially began on September 1. December 2. 1, 2. After the Christmas break, filming resumed for two weeks in mid January for some of the main cast[2. Principal photography resumed and concluded in March 2. Shooting first took place in and around metropolitan Atlanta, Georgia and then moved to Hawaii, to shoot the arena scenes.[3. The cast and crew were on a busy schedule, working 1. In an interview with MTV, Josh Hutcherson confirmed scenes in the film would use IMAX cameras by stating, "They're shooting, I think, all the stuff in the arena is going to be IMAX".[3. Jennifer Lawrence and Liam Hemsworth were in Ringwood, New Jersey shooting District 1. January 3. 1 and February 1.[3. Jennifer Lawrence confirmed that she would fly out to Hawaii on February 2. Academy Awards to shoot for the final 9 days along with Claflin and Hutcherson. In late March, filming occurred in the Universal Studios back lot and was kept extremely secretive. Witnesses reported of towers and fences on set. 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GL for our game Overgrowth, we're met with stares of disbelief - - why would anyone use Open. GL? Direct. X is the future. When we tell graphics card representatives that we use Open. GL, the temperature of the room drops by ten degrees. This baffles us. It's common geek wisdom that standards- based websites, for instance, trounce Silverlight, Flash, or Active. X. Cross- platform development is laudable and smart. No self- respecting geek enjoys dealing with closed- standard Word documents or Exchange servers. What kind of bizarro world is this where engineers are not only going crazy over Microsoft's latest proprietary API, but actively denouncing its open- standard competitor? Before we dive into the story of why we support Open. GL, let's start with a bit of history: What is Open. GL? In 1. 98. 2, Silicon Graphics started selling high- performance graphics terminals using a proprietary API called Iris GL (GL is short for "graphics library"). Over the years, Iris GL grew bloated and hard to maintain, until Silicon Graphics took a radical new step: they completely refactored Iris GL and made it an open standard. Their competitors could use the new Open Graphics Library (Open. GL), but in return, they had to help maintain it and keep it up to date. Today, Open. GL is managed by the Khronos Group - - a non- profit organization with representatives from many companies that are interested in maintaining high- quality media APIs. At a lower level, it's managed by the Open. GL Architecture Review Board (ARB). Open. GL is supported on every gaming platform, including Mac, Windows, Linux, PS3 (as a GCM wrapper), Wii, i. Phone, PSP, and DS. Well, every gaming platform except for the XBox - - which brings us to our next topic: What is Direct. X? Ever since MS- DOS, Microsoft has understood that games play an important role in users' choice of operating systems. For this reason, in 1. Windows 9. 5 operating system. These libraries included Direct. D, Direct. Input and Direct. Sound, and the entire collection came to be known as Direct. X. When Microsoft entered the gaming market in 2. Direct. X Box, or XBox for short. The XBox was a loss leader (losing over 4 billion dollars), intended to set the stage to dominate the games market in the next generation. Looking at the games scene now, it's clear that this strategy is succeeding. Most major PC games now use Direct. X, and run on both Windows and XBox 3. With few exceptions, they don't work on competing platforms, such as Playstation, Mac OS, and Wii. These are significant markets to leave out, bringing us to the big question: Why does everyone use Direct. X? Everyone uses Direct. X because API choice in game development is a positive feedback loop, and it was shifted in favor of Direct. X in 2. 00. 5. It's a positive feedback loop because whenever one API becomes more popular, it keeps becoming more and more popular due to network effects. The most important network effects are as follows: the more popular API gets better support from graphics card vendors, and graphics programmers are more likely to already know how to use it. API use was shifted in favor of Direct. X by Microsoft's two- pronged Direct. X campaign around the launch of XBox 3. Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on. Windows Vista, including the spread of FUD (fear, uncertainty and doubt) about the future of Open. GL, and wild exaggeration of the merits of Direct. X. Ever since then, the network effects have amplified this discrepency until Open. GL has almost disappeared entirely from mainstream PC gaming. Network effects and vicious cycles. On Windows, it's a fact that the Direct. X graphics drivers are better maintained than the Open. GL graphics drivers. This is caused by the vicious cycle of vendor support. As game developers are driven from Open. GL to Direct. X by other factors, the graphics card manufacturers (vendors) get less bug reports for their Open. GL drivers, extensions and documentation. This results in shakier Open. GL drivers, leading even more game developers to switch from Open. GL to Direct. X. The cycle repeats. Similarly, it's a fact that more gaming graphics programmers know how to use Direct. X than Open. GL, so it's cheaper (less training required) to make a game using Direct. X than Open. GL. This is the result of another vicious cycle: as more game projects use Direct. X, more programmers have to learn how to use it. As more programmers learn to use it, it becomes cheaper for game projects to use Direct. X than to use Open. GL. 2. FUD about Open. GL and Vista. Microsoft initiated a fear, uncertainty, and doubt (FUD) campaign against Open. GL around the release of Windows Vista. In 2. 00. 3, Microsoft left the Open. GL Architecture Review Board - - showing that they no longer had any interest in the future of Open. GL. Then in 2. 00. SIGGRAPH (special interest group for graphics) and Win. HEC (Windows Hardware Engineering Conference) giving the impression that Windows Vista would remove support for Open. GL except to maintain back- compatibility with XP applications. This version of Open. GL would be layered on top of Direct. X as shown here, (from the HEC presentation) causing a dramatic performance hit. This campaign led to panic in the Open. Http:// David demonstrates some of the new features he added since the last alpha: Preorder at http:// Follow @. History. David Rosen started Wolfire Games in 2003 to organize his open source video game contest entries. [3] After graduating from Swarthmore College in 2008, he. Overgrowth is a 3d action-adventure game for Mac, Windows, and Linux, coming soon from the independent game studio, Wolfire Games. It is the spiritual successor to Lugaru. GL community, leading many professional graphics programmers to switch to Direct. X. When Vista was released, it backpedaled on its Open. GL claims, allowing vendors to create fast installable client drivers (ICDs) that restore native Open. GL support. The Open. GL board sent out newsletters proving that Open. GL is still a first- class citizen, and that Open. GL performance on Vista was still at least as fast as Direct. D. Unfortunately for Open. GL, the damage had already been done - - public confidence in Open. GL was badly shaken. Misleading marketing campaigns. The launch strategies for Windows Vista and Windows 7 were both accompanied with an immense marketing push by Microsoft for Direct. X, in which they showed 'before' and 'after' screenshots of the different Direct. X versions. Many gamers now think that switching from Direct. X 9 to Direct. X 1. Halo 1 to Crysis. Game journalists proved that there was no difference between Crysis DX9 and DX1. DX1. 0" features worked fine with DX9 by tweaking a config file. However, despite its obvious inaccuracy, the marketing has convinced many gamers that Direct. X updates are the only way to access the latest graphics features. While many games participate in Microsoft's marketing charade, more savvy graphics programmers like John Carmack refuse to be swept up in it. He put it this way, "Personally, I wouldn’t jump at something like DX1. I would let things settle out a little bit and wait until there’s a really strong need for it."So why do we use Open. GL? Given that Open. GL has less vendor support, is no longer used in games, is being actively attacked by Microsoft, and has no marketing momentum, why should we still use it? Wouldn't it be more profitable to ditch it and use Direct. X like everyone else? No, because in reality, Open. GL is more powerful than Direct. X, supports more platforms, and is essential for the future of games. Open. GL is more powerful than Direct. XIt's common knowledge that Open. GL has faster draw calls than Direct. X (see NVIDIA presentations like this one if you don't want to take my word for it), and it has first access to new GPU features via vendor extensions. Open. GL gives you direct access to all new graphics features on all platforms, while Direct. X only provides occasional snapshots of them on their newest versions of Windows. The tesselation technology that Microsoft is heavily promoting for Direct. X 1. 1 has been an Open. GL extension for three years. It has even been possible for years before that, using fast instancing and vertex- texture- fetch. I don't know what new technologies will be exposed in the next couple years, I know they will be available first in Open. GL. Microsoft has worked hard on Direct. X 1. 0 and 1. 1, and they're now about as fast as Open. GL, and support almost as many features. However, there's one big problem: they don't work on Windows XP! Half of PC gamers still use XP, so using Direct. X 1. 0 or 1. 1 is not really a viable option. If you really care about having the best possible graphics, and delivering them to as many gamers as possible, there's no choice but Open. GL. 2. Open. GL is cross- platform. More than half of our Lugaru users use Mac or Linux (as shown in this blog post), and we wouldn't be surprised if the same will be true of our new game Overgrowth. When we talk to major game developers, we hear that supporting Mac and Linux is a waste of time. However, I've never seen any evidence for this claim. Blizzard always releases Mac versions of their games simultaneously, and they're one of the most successful game companies in the world! If they're doing something in a different way from everyone else, then their way is probably right. As John Carmack said when asked if Rage was a Direct. X game, "It’s still Open. GL, although we obviously use a D3. D- ish API [on the Xbox 3. CG on the PS3. It’s interesting how little of the technology cares what API you’re using and what generation of the technology you’re on. You’ve got a small handful of files that care about what API they’re on, and millions of lines of code that are agnostic to the platform that they’re on." If you can hit every platform using Open. GL, why shoot yourself in the foot by relying on Direct. X? Even if all you care about is Windows, let me remind you again that half of Windows users still use Windows XP, and will be unable to play your game if you use the latest versions of Direct. X. The only way to deliver the latest graphics to Windows XP gamers (the single biggest desktop gaming platform) is through Open. GL. 3. Open. GL is better for the future of games. Overgrowth - Wolfire Games. Overgrowth is a work in progress, so be sure to subscribe to our blog for a new update every day. We recently started the Overgrowth Web Comic to help convey the world of Overgrowth. Check it out! You can find HD video on our You. Tube channel. You can subscribe to get new videos as we complete the game. We also maintain an active Mod DB page. Be sure to track us on Mod DB! For Ultimate Mortal Kombat on the DS, FAQ/Move List by ffmasterjose. Ultimate Mortal Kombat 3 free app download for Android. Don't be fooled, fighting fans. Ultimate Mortal Kombat 3 is not the ultimate fighting game, but it does have some new features and fighters that should temporarily. Summary: Ultimate Mortal Kombat 3 (UMK3) is a fighting game in the Mortal Kombat series. The game was well received and has been considered a high point for the. Tomas Vrbada, also known as Smoke, is a ninja assassin who was turned from a human into a cyborg in the original timeline of the Mortal Kombat series. For Mortal Kombat Advance on the Game Boy Advance, FAQ/Move List by PuPz. Beginning 3. D Game Development with Unity 4. Beginning 3. D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3. D tools such as 3ds Max, Maya, or Cinema 4. D, or you may come from 2. D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist- friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point- and- click style first- person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini- map. With the help of the provided 2. D and 3. D content, you'll learn to evaluate and deal with challenges in bite- sized pieces as the project progresses, gaining valuable problem- solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3. Description. A portable game engine for classic first person shooters such as DOOM, Heretic and Hexen. Lets you enjoy the original games using modern. Autodesk Stingray 3D game engine and design visualization software helps developers and designers produce visually stunning experiences. Check out the video game development software that enables you to create your own games. Make what ever game you want. Developer(s) Ken Silverman: Type: Game engine: License: Custom license (free for non-commercial use) [1] Website: http://advsys.net/ken/build.htm. Hello there, i am looking for 2 Unity programmers and experienced person to work with me on a game project. it is an Online multiplayer game made with Unity pro. D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you’ll learn. How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3. D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for. Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Build engine - Wikipedia, the free encyclopedia. The Build engine is a first- person shooter engine created by Ken Silverman for 3. D Realms. Like the Doom engine, the Build engine represents its world on a two- dimensional grid using closed 2. D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects. The Build engine is generally considered to be a 2. D engine since the basic world geometry is two- dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. With this information, the Build engine renders the world in a way that looks three- dimensional, unlike modern game engines that create actual 3. D environments. Though the Build engine achieved most of its fame as a result of powering the 1. Duke Nukem 3. D, it was also used for many other games. It is usually considered that the "Big Four" Build engine games are Duke Nukem 3. D, Shadow Warrior, Blood, and Redneck Rampage, although the latter is sometimes dropped leaving it as simply being the "Big Three".[2]Technical features[edit]Sectors[edit]Sectors are the building blocks of a level's layout, consisting of a two- dimensional polygonal outline when viewed from above, with the top and bottom faces of the sector given separate altitudes to create a three- dimensional space. Hence, all walls are perfectly vertical—anything appearing otherwise is technically a sloped floor or ceiling. The word room can be used as a loose substitute to aid understanding, though one room in the game world can consist of many sectors, and parallaxed skies can give the illusion of being outdoors. Sectors can be manipulated in real- time; all of their attributes such as shape, height, and slope could be modified "on- the- fly" by games, unlike the earlier Doom engine. This allowed games to have destructible environments, such as those seen in Blood. This technique is similar to the use of push walls in the earlier Apogee Software title Rise of the Triad which featured similar dynamic environments. Developers of games based on the engine used special reserved "sprites" (game objects), often called "sector effectors" [sic], that, when given special tags (numbers with defined meanings), would allow the level designer to construct a dynamic world; similar tag information could be given to the sector walls and floor area to give a sector special characteristics. For example, a particular sector effector may let players fall through the floor if they walk over it and teleport them to another sector; in practice, this could be used to create the effect of falling down a hole to a bigger room or creating a body of water that could be jumped into to explore underwater. A sector could be given a tag that made it behave like an elevator or lift. Sectors could overlap one another, provided they could not be seen at the same time (if two overlapping sectors were seen at the same time, a corrupted display resulted). This allowed the designers to create, for instance, air ducts that appeared to extend across the top of another room (however, doing so could be tricky for designers due to the 2. D viewpoint used for much of the editing process). More interestingly, this allowed the designers to create worlds that would be physically impossible (e. While all these made the game appear to be 3. D, it wouldn't be until later first- person shooters, such as Quake, which used the Quake engine, that the engine actually stored the world geometry as true 3. D information, making the creation of one area stacked atop another area in a single map very feasible. Later versions of Ken Silverman's Build engine allowed game selected art tiles to be replaced by 3. D objects made of voxels. This feature appeared too late to be used in Duke Nukem 3. D, but was seen in some of the later Build engine games. Blood uses voxels for weapon and ammo pickups, power- ups, and eye- candy (such as the tombstones in the "Cradle to Grave" level, some chairs, and a crystal ball in "Dark Carnival"). A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and. Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools. Shadow Warrior makes even more advanced use of the technology, with voxels that can be placed on walls (all of the game's switches and buttons are voxels). For several years, Ken worked on a modern engine based entirely on voxels, known as Voxlap. Room over room[edit]One limitation of the Build engine is that its level geometry is only capable of representing one connection between sectors for any given wall. Due to this, a structure as simple as a shelf with space both above and below it is impossible, though sometimes sprites or voxels can be substituted. Buildings with several floors are technically possible, but it is not possible for such a building to contain an external window directly above or below another window. In addition, some liberties will need to be taken with the staircases, elevators, and other methods of access for each floor. Several Build engine games (namely Shadow Warrior, Blood, and Redneck Rampage) worked around this by displaying a "viewport" to another sector through an additional rendering pass. SunBurn Game Engine. See your games come to life! Build stunning games with beautiful visuals, and prototype your ideas using the SunBurn Game Engine. A small collection (94 packages) of pointers to Python software for working in three dimensions. Create complex 2D games with the fully dedicated 2D engine. Dedicated 2D engine, no need to fake 2D in 3D space. Work in pixel coordinates, but resize to any screen. This technique, called room- over- room (ROR), appears seamless to the player. In addition to an expanded range of vertical construction, ROR was often used to give bodies of water translucent surfaces. ROR was never a feature of the Build engine itself, but rather a "trick" that was created by game developers. A trick used in Duke Nukem 3. D to get around this, as in the case of its opaque underwater sections, was to simply transport the player quickly to another region of the map made to mimic it, similar to the elevators from Rise of the Triad. In 2. 01. 1, a feature was added to EDuke. TROR), which allows multiple sectors to be stacked vertically so that each sector's wall has its own connection, enabling vertically- unrestricted structures. The difference between ROR and TROR is that TROR sectors physically overlap in the map data and editor (allowing for easy creation and visualization), rather than being drawn from separate locations using view portals, hence true room over room. It should be noted that TROR is a feature of the EDuke. Build engine games[edit]Games that are built directly on the Build engine. Games that are based on the Duke Nukem 3. D code. Unreleased Build engine games. Source release and further developments[edit]On June 2. Ken Silverman released the Build engine source code.[3]Early days[edit]Version 2. Matt Saettler's EDuke, a project to improve Duke Nukem 3. D for modders, was sent to 3. D Realms for packaging shortly after the release of the Build source, leaving Duke Nukem 3. D the pre- built libraries that 3. D Realms had used with the original Duke. Both Duke Nukem 3. D and EDuke were still closed- source at this point.)With the 2. Saettler worked towards integrating Silverman's build source into the Duke source code, but the project fizzled out before producing anything more than some very buggy private betas. A few total conversion teams for Build games decided to work from Silverman's Build code directly, and an enhanced version of the Build editor known as Mapster was also developed. It was claimed at the time by many on the 3. D Realms forums that it would be impossible to port Build to a multitasking OS, as it needed a large contiguous block of memory that wouldn't be available in a multitasking environment. This statement did not hold up to scrutiny, as all modern operating systems use virtual memory which allows apps to get contiguous logical memory without using contiguous physical memory, but conventional wisdom of the time was that porting Build to such an OS was unfeasible. Duke Nukem 3. D source release[edit]On April 1, 2. D Realms released the source code to Duke Nukem 3. D. Not long afterwards, both Ryan C. Gordon and Jonathon Fowler created and released ports of the game, including the Build engine. It was possible to play Duke Nukem 3. D well on the NT line of Windows (including Windows 2. XP) and on Linux and other Unix operating systems, and interest in the ports soared. Ryan C. Gordon (icculus), with the help of others, made the first port of the engine using SDL. The port was first to Linux, then to Cygwin, and finally to a native Windows build using the Watcom C++ compiler, which was the compiler used for the original DOS build (despite being compiled with Watcom C++, Build is plain C.) There was some talk of Matt Saettler using this to port EDuke to Windows, but nothing came of it. Jono. F port[edit]A second port was made to Windows, and later to Linux and Mac OS X, by Jonathon Fowler (Jono. F). This port, JFDuke. D, initially did not have network game support, though this was added later in development. Polymost[edit]The task of updating the Build engine to a true 3. D renderer was taken on by Silverman himself. In the release notes for JFDuke. D, he wrote: "When 3. D Realms released the Duke Nukem 3. D source code, I thought somebody would do a Open. GL or Direct. 3D port. Well, after a few months passed, I saw no sign of somebody working on a true hardware- accelerated port of Build, just people saying it wasn't possible. Eventually, I realized the only way this was going to happen was for me to do it myself."The Polymost renderer allowed for 3. D hardware- accelerated graphics using Open. GL. It also introduced "hightile", a feature that made it possible to replace the game's original textures with high- resolution replacements in a variety of formats. Polymost has been utilized in Jonathon Fowler's JFBuild, JFDuke. D, JFShadow. Warrior, and ports derived from their code bases. EDuke. 32[edit]The source for EDuke 2. EDuke 2. 1 (which never made it to a release version). Richard Gobeille (Termin. X) merged the EDuke 2. JFDuke. 3D to make EDuke. Another port, Wineduke, based on the icculus code, has since died off, leaving EDuke. EDuke port still in development. Free unlock codes where to find them for hp games would like. free unlock codes where to find them. i need now is the unlock code for the games. UNLOCK CODES FOR WILDTANGENT GAMES. but it’s not yet totally free memory. wildtangent games. Unlock Code. Computer Games Problem by Mark Reynolds. Unlock Codes and Unlocking Games – Help Center. Unlock Code Basics. Each game that you download is "locked". With a locked game you can play any free sessions it has, and play infinite rental sessions. В using Wild. Coins. When you purchase a game, you will receive an unlock code (aka Serial Number). Once a game has been unlocked. В you can. В play the game without using Wild. Coins or watching advertisements. 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On your Purchase History Page you will see a. В list of that games you've purchased with download links to each game on the right side of the page. You only need to use these download links if the game is not already downloaded on your computer. В Unlocking Your Game. When you purchase a game, it should unlock automatically. If you need to manually unlock a game you have purchased, please follow the instructions below: Launch the game. В If the game has not been unlocked, and it is requesting Wild. Coins to play - you need to unlock it! So, on the lower left hand side of the screen will be a link titled "Use Unlock Code." Click on the link. On the Unlock Game screen, enter in the unlock code you received, including any dashes, and click "Unlock Game."В The program will communicate with our servers via the internet to verify that your unlock code is valid. This may take a few moments. After the validation, your game is unlocked and ready to be played. You'll see the following confirmation screen: If you experience an error after clicking Unlock Game please copy the error down in its entirety (including anything in parentheses) and click "Submit a request.". Parking As a Transformative Act. Parking cars today means putting them out of the way while they are not being used. It is a necessary evil in our ever- growing, auto- centered cities and the cutting- edge of parking technology does little to revolutionize our strategy. Advancements have primarily focused on two things: parking more cars in a given space and being able to put car parks in places where they might otherwise not be possible. Conventional automated parking technology does have a number of good—but relatively limited—benefits, including increased security, decreased damage to cars, and reduced space requirements. When done correctly, there is also additional efficiency in getting cars in and out a car park or garage. But the time has come to start thinking about parking as more than storage for automobiles, and start considering its potential as a culturally transformational act. This shift is made possible by autonomous driving technology, smartphones, thoughtful data analysis, and inexpensive, ubiquitous sensors. These enablers highlighted below can facilitate a number of changes in the near term, especially when coupled with public/private partnerships. IMPROVE THE WORLDIn North America, a quarter of cars cause 9. Badly tuned cars pollute the environment and expose people who live near multiple roads to as much as 1. Andy Johnson is a parking specialist with years of experience in car parking at southampton docks and writes for Parking4Cruises Ltd. He shares information. Churchill Square has two car parks and provide a total of 1,600 car park spaces. Both car parks are open 24 hours a day 365 days a year. Churchill 1 car park is. East Fife Indoor Bowling Club would like to thank Fife Council for its general assistance and financial support over recent years. City and local governments could use passive- emission detecting technology in parking lots to sniff out offending vehicles as they enter and leave. Those owners could then get an offer for coupons to get their emissions checked and systems fixed or updated. Parking lots are ideal places to install these services; cars are in relatively controlled environments, where data can be collected from a large sample of vehicles over time, easily identifying those in the top quartile of polluters. SAVE TIME AND MONEYMaintaining cars saves gas and makes them safer. While today's parking lots provide basic valeting services, including car wash and oil change, the abundance of applications that use the on- board diagnostics (OBD2) port built into most cars since 1. Voyo) allow service people in parking garages to do more than just check the tire pressure and clean windows. Drivers can opt to have their cars run through suites of diagnostics to make sure they are working optimally and to identify possible problems before they happen. While drivers are at work, shopping, or watching a sporting event, they could get an alert that says their timing belt needs tightening and elect to have a technician fix it right away. MAKE PEOPLE SAFER AND HAPPIERWhat if your car could be where you want it to be, when you need it? Even before autonomous cars are available, tomorrow's parking facilities could be the place where your car starts a journey to where you need it, whether you drive it there or not.
Maybe traffic is crazy, or you had one beer too many, and you take the train home after the game? No worries, because the service you signed up for will make sure your car gets where it needs to be, well after peak traffic is over. CHANGE THE EXPERIENCE OF CITY LIFEWhile we are reinventing driving and parking, we should change the essential definition of parking itself; why does an autonomous car need to stop moving? Need to go to the store for five minutes? No problem. Just hop out of your self- driving car and let it be parked in motion, circling the block for a fee until you are finished. The same principle applies if you are late for a concert. Simply jump out and let the car go where you want it to be when you are finished, based perhaps on the outflow of the venue or where you plan to go after the concert. Maybe your car parks itself in someone's driveway during the show — we could call it Airbnb for parking — and you pay a small fee. Imagine the reduction in uncertainty. You would only need to know how long it would take you to travel to a venue in order to arrive on time — no longer would you need to anticipate the parking situation in order to determine the amount of travel time required for important events. This article appears as part of frog's 'The Ride Ahead' collection, which focuses on the future of personal transportation. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
September 2016
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