Category: Talks

a ouvir com alguma atenção

Encontrei uma série de vídeos acerca do autor de um livro de nome Jeremy Gibson. Ele fala sobre videojogos, design de videojogos, motores de videojogos.. entre outros temas.

Os vídeos podem ser consultados em:
https://www.youtube.com/user/InformITdotcom/videos

 

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Um livro a procurar/ler..

“Pensar Videojogos: Design, Arte e Comunicação do autor André Carita”

Sobre o livro:
O livro Pensar Videojogos: Design, Arte e Comunicação do autor André Carita resume uma viagem pela definição aberta dos videojogos. Uma definição que depende da tecnologia, dos criativos e, fundamentalmente, dos jogadores. São eles os principais responsáveis pelo grau de exigência artístico pelos quais estes artefactos digitais hoje se regem. É para eles que a indústria trabalha. É com eles que a indústria evoluiu para um presente actual com videojogos cujo estado da arte conhecemos e tanto apreciamos. É deles que se espera um futuro brilhante que dê consistência à contínua elevação criativa que se tem verificado, sempre com a ambição clara de se atingir patamares nunca dantes alcançados.

“O autor, André Carita, sugere que estamos perante um ontologia do videojogo, a partir do conceito da obra aberta de Umberto Eco e não esquece nem o panorama de uma indústria que vem ganhando protagonismo nem o papel dos jogadores na saga a desvendar. Contextualiza-se, de forma expressiva, o campo de estudos académicos na área dos videojogos ao nível do primeiro ciclo. Numa altura em que as licenciaturas neste campo se expandem um pouco por todo o mundo é importante contar com trabalhos desta natureza para estimular o desenvolvimento da academia nacional, em particular, e da indústria, em geral. O livro Pensar Videojogos: Design, Arte e Comunicação é um trabalho importante para gerar massa crítica neste campo de conhecimento. (…) Uma leitura obrigatória para quem quer perceber alguma coisa sobre a cultura lúdica do século XXI. (Patrícia Gouveia, in prefácio, V-VII).

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Sobre o autor:

André Carita nasceu no Porto em 1984. Doutorado em Belas Artes (especialidade videojogos) pela Universidad Politécnica de Valencia (UPV), Espanha, desde 2012, obteve em 2010 o Diploma de Estudios Avanzados (DEA) e em 2009 o Título de Especialista Universitário. Em 2006 licenciou-se em Tecnologias da Comunicação Multimédia no ISMAI onde também foi Professor. Colaborou nas revistas de videojogos Mega Score e Hype! e GameCultura (Brasil) e foi coordenador, formador e membro da Comissão Científica da 1ª edição do Curso de Especialização Game Design: Pensar o Jogo na Alquimia da Cor (Porto). Investigador na área dos videojogos desde 2002, é membro do CICANT da Universidade Lusófona de Humanidades e Tecnologias (ULHT) de Lisboa. Professor Auxiliar de várias unidades curriculares da Licenciatura em Aplicações Multimédia e Videojogos da ULHT, está, atualmente, envolvido na orientação e planificação de diversos videojogos a serem produzidos no âmbito académico em Portugal.

+infos(evento): LINK

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Drivers para a câmara da PS3 no windows 10

Playstation 3 Eye

Andei à procura dos drivers para colocar a câmara da PS3 (PS3 eye) a funcionar no windows 10. Verifiquei que a malta que desenvolveu esses drivers cobra agora 2 dólares por cada download. O windows 10 não faz actualizações automáticas nem reconhece este dispositivo. Surge sempre a mensagem dos drivers que falta instalar para o USB camera-b4.04.27.1

Mas, entretanto encontrei na “russia” um site que os tem (CL PS3 Eye Driver – Windows XP/7/8). Apesar de serem de 2012 parece que funcionam bem e fiz o download de:
20_CL-Eye-Drivers..rar
CL-Eye-Driver-5.3.0.0341.exe
CL-Eye-Platform-SDK-1.6.4.0028.exe

+infos(codelaboratories): https://codelaboratories.com/downloads

+infos(o meu link): LINK

+infos(russia): LINK

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Erro: PAGE_FAULT_NONPAGED_AREA (atikmdag.sys)

instalei o windows 10  e surge volta e meia um problema relacionado com a placa gráfica do portátil. Isto porque o driver da placa não esta actualizado (construído para o windows7) e a solução da AMD/ATI não resolveu o problema.

descobri duas possíveis soluções para isto:

desactivar a opção de sleep mode no portátil

e desactivar a actualização do drivers por parte do windows update

vamos ver como fica e se resulta as duas :)

Udemy code

Para se obter código de descontos no udemy :P

LINK 1

LINK 2

Testei e funcionou..

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15 Free Books for People Who Code

Excelente referencial por Jacob Gube sobre o que é programar :)

+infos(fonte): http://sixrevisions.com/lists/free-books-code/

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T-shirts e outros de programação

Interessantes:
link1: https://www.teepublic.com/user/dmcloth

link2: http://www.redbubble.com/shop/top+selling+programmer+t-shirts

link3: http://www.spreadshirt.com/programming+gifts#/list/programming

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Blender 2.7

Casas:
https://www.youtube.com/watch?v=ITfkvQdWaRA

Pássaros:
https://www.youtube.com/watch?v=Fgk37TLtMkE

Vários sequência sobre o 2.7:
LINK

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Blender: Screencast Key Status Tool

Ativar no blender 2.73 o Screencast Key Status Tool, que permite ver as teclas que estamos a usar, basta fazer o seguinte:
1) ir a:
LINK

2) clicar no link à frente de:
Current version download e copiar todo o conteúdo para memoria CTRL+C

3) voltar ao blender e mudar o mode de vista no blender para text editor

4)ativar a opção para colar, e fazer RUN SCRIPT

5)voltar ao modo de visualização 3D e activar o script usando a tecla
CTRL+ALT+C

done.

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videojogos: ferramenta Stencyl

A explorar esta ferramenta visual para o desenvolvimento de videojogos.

+infos: http://www.stencyl.com/

 

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Unity Tutorial: The Fundamentals (Section 1)

Aqui fica o link para uma série de tutorias do Unity :)

+infos: LINK

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Empresa Marmalade abre um estudio em Portugal

A empresa de desenvolvimento de videojogos multi-plataforma vai abrir um estúdio em Portugal :)

+infos(noticia): LINK

+infos(empresa): https://www.madewithmarmalade.com

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artigo: “Some things you should know about Steam”

Recomendo a leitura deste artigo:
Some things you should know about Steam

+infos: LINK

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How Video Games Make You Work por Simon Parkin

a ler..

My virtual employment history lacks, some might say, a certain focus. In the 1983 arcade game Tapper, I spent a summer as a bartender, sliding jugs of Budweiser with showboating precision along polished tables, to the delight of patrons. Paperboy, from 1985, had me bicycling up and down a suburban street, hurling newspapers into the mailboxes of subscribers, and taking the odd moment to vandalize the home of any non-subscriber. (The print industry’s decline commenced, I maintain, with my retirement from that gig.) SimCity, from 1989, landed me a role as a municipal planner, arranging the layouts of streets, placing electrical lines and sewage plants, and rolling with the odd natural disaster. Crazy Taxi (1999) put me behind the wheel of a low-slung cab, streaking through major cities to deliver passengers to their implausibly urgent appointments at Pizza Hut or Tower Records. There’s more. Shenmue (2000): forklift driver. Diner Dash (2004): server. Cooking Mama (2006): chef. Air Traffic Chaos (2008): air-traffic controller. Where some might see a drifter, I see only an enviable talent for adaptation.

Video games usually offer the chance to escape the mundane texture and circumstances of everyday life, by pushing us into situations and roles that are too dangerous, expensive, or rarefied for reality. We become the marine, the race-car driver, the fighter pilot, the international soccer star. But many games mimic the rhythm and monotony of more familiar jobs, allowing us to rehearse or reënact a working day once we’ve clocked out. In most cases, the designer zeroes in on the most interesting challenge or nuance of a profession, and turns it into a game. But in some titles the re-creation is more thorough.

In Sunset, a recently released game by the Belgian husband-and-wife team Tale of Tales, you play as a housekeeper, employed to clean your wealthy employer’s luxurious nineteen-seventies penthouse apartment for an hour each day. He leaves a to-do list for you each morning: “hang pictures,” “water plants,” “clean ashtrays,” and more. The game’s designers use this structure to meaningful effect: the hour becomes a lens through which you explore and understand a political revolution that’s taking place outside the apartment. But the labor of the gameplay is not metaphorical. You come to carry out your duties with a sense of pride and diligence; the routine becomes ritual.

The relationship between work and play is inherently entwined—there would, after all, be no PlayStation without the workstation. The link is clearest, perhaps, in a genre of simulation games that has enjoyed a surge in popularity in recent years. Car Mechanic Simulator, an unironic video-game approximation of the trade, became a best-seller in its first week of release, in late April. It’s just the latest simulation game that seeks to replicate working-class professions; the list includes Farming Simulator (gather crops), Oil Platform Simulator (drill for fossil fuels), Stone Quarry Simulator (collect rocks), Street Cleaning Simulator (collect litter), Euro Truck Simulator (deliver goods), and Tokyo Bus Guide (deliver passengers).

In a few cases, such simulations are authentic enough to be considered legitimate training for the profession itself. Time spent using military-grade flight simulators, for example, can count toward a pilot’s official flight-time record. Last year, a number of players of the Football Manager series of games submitted résumés for the job of managing Manchester United, in the U.K., citing their in-game achievements as qualifications. And each year the Japanese car manufacturer Nissan runs a competition using the driving-simulation game Gran Turismo, to find new racing talent. Lucas Ordoñez, the winner of the inaugural competition, in 2008, has become one of the company’s leading competitors on the professional track.

But this does not explain the success of games that simulate toil that has no relation to our professional interests. In Farming Simulator 2015, which was released for consoles in May, you simply cultivate crops on three plots of land, plowing, sowing, fertilizing, and harvesting your way toward a profitable agricultural business. In time, you can buy livestock and even hire automated workers to guide your tractors and combine harvesters, to save you the hassle of toil. Unlike in Sunset, there is no larger story: the work, however tiresome-seeming, is meant to entertain and challenge on its own.

In his paper “Working for the Man: Against the Employment Paradigm in Videogames,” the critic Steven Poole argues that in fact most video games imitate a wage-slave paradigm. “They hire us for imaginary, meaningless jobs that replicate the structures of real-world employment,” Poole writes. He argues that this pattern represents a “surprisingly literal fulfilment” of Theodor Adorno and Max Horkheimer’s argument, made more than sixty years ago, that amusement in advanced capitalism is the extension of work. In America, players often speak of “beating” a game, that moment when they complete its primary demands. But in the majority of cases, Poole points out, they simply do what the game asks of them, like a diligent employee. Which is to say, games like Farming Simulator are, in a sense, labor, even though they are universally labelled as leisure. We work our way toward a reward or resolution. (This realization is mirrored in the recent rise of the “gamification guru,” who seeks to make jobs more appealing by adding a patina of play.)

Why, then, do we return to these demanding virtual worlds? Maybe because, in their fairness and consistency, games appreciate our hard work: toil diligently, and you will be rewarded and promoted. Life isn’t always so just. There is also the appeal of variety. To age is to see your choices narrow. We specialize young, by choosing our educational paths at school, then dive ever deeper into those specialties. But in a video game, one day you’re a carpenter (Minecraft), the next you’re a god (Populous). Or, perhaps, the true appeal of the virtual job is simply that we are free to clock out when we choose, or to quit entirely without penalty. In this way, we become the master of that to which, outside of the game, we are bound.”

+infos(link): LINK

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Programação em C ajudas

Site com ajudas sobre programação em C.

+infos: https://programacaodescomplicada.wordpress.com/indice/linguagem-c/

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Porto Summer of Code 2015

Porto Summer of Code é um evento dedicado aos estudantes finalistas de programação..

alguns prémios em jogo:
1º lugar: iPad Air 2 Wi-Fi 16GB
2º lugar: iPad Mini 2 Wi-Fi 16GB
3º lugar: Jawbone Up Move

:P

+infos: http://www.portosummerofcode.com/pt/

 

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Sporting ganha a Taça de Portugal 2014/2015!

11112702_10152813178396555_881518865120547719_n

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openfl

Mais uma ferramenta online mas desta vez com sabor a actionscript :P
+infos: http://www.openfl.org/

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SparkFun RGB and Gesture Sensor e o Processing

12787-01

Aqui está uma ligação simples entre o sensor da SparkFun RGB and Gesture Sensor APDS-9960 e o Processing. É necessário instalar o exemplo que está na página da Sparkfun. Fui testado no processing 2.1 e com uma board arduino uno. Fui também utilizado o exemplo do Arduino que está na página da Sparkfun.

//no arduino
#include <Wire.h>
#include <SparkFun_APDS9960.h>
#define APDS9960_INT    2

SparkFun_APDS9960 apds = SparkFun_APDS9960();
int isr_flag = 0;

void setup() {
  Serial.begin(9600);
  Serial.println();
  Serial.println(F("--------------------------------"));
  Serial.println(F("SparkFun APDS-9960 - GestureTest"));
  Serial.println(F("--------------------------------"));
  attachInterrupt(0, interruptRoutine, FALLING);

  if ( apds.init() ) {
    Serial.println(F("APDS-9960 initialization complete"));
  } else {
    Serial.println(F("Something went wrong during APDS-9960 init!"));
  }

  if ( apds.enableGestureSensor(true) ) {
    Serial.println(F("Gesture sensor is now running"));
  } else {
    Serial.println(F("Something went wrong during gesture sensor init!"));
  }
}

void loop() {
  if ( isr_flag == 1 ) {
    handleGesture();
    isr_flag = 0;
  }
}

void interruptRoutine() {
  isr_flag = 1;
}

void handleGesture() {
  if ( apds.isGestureAvailable() ) {
    switch ( apds.readGesture() ) {
      case DIR_UP:
        Serial.write("U"); //up
        Serial.write("\n");
        break;
      case DIR_DOWN:
        Serial.write("D"); // down
        Serial.write("\n");
        break;
      case DIR_LEFT:
        Serial.write("L"); //left
        Serial.write("\n");
        break;
      case DIR_RIGHT:
        Serial.write("R"); //right
        Serial.write("\n");
        break;
      case DIR_NEAR:
        Serial.write("N"); //near
        Serial.write("\n");
        break;
      case DIR_FAR:
        Serial.write("F"); //far
        Serial.write("\n");
        break;
      default:
        Serial.write("NULL"); //null
        Serial.write("\n");
    }
  }
}
//no processing
import processing.serial.*; 
Serial porta;
int valor = 0;
int aX=200, aY=200;
int veloci=20;

void setup() {
  size(400, 400);
  porta = new Serial(this, "COM12", 9600);
}

void draw() {
  background(255,255,255);
  while (porta.available () > 0) {
    valor = porta.read();
    if (valor=='R') {   
      println("right");
      aX=aX+veloci;
    }
    if (valor=='L') {   
      println("left");
      aX=aX-veloci;
    }
    if (valor=='U') {   
      println("up");
      aY=aY-veloci;
    }
    if (valor=='D') {   
      println("down");
      aY=aY+veloci;
    }
  }
  ellipse(aX, aY, 50, 50);
}


+infos(sparkfun): LINK

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The Marketing Guide for Game Developers

Indie-Resources-Indie-Guide

Um guião para o desenvolvimento de videojogos indie..

+infos: LINK

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Mediterranean Game Jam

mgj_hero_text

“The Mediterranean Game Jam brings the Malta Global Game Jam formula to St. James Cavalier Centre for Creativity, an XVIth century fortress built on the bastions of the World Heritage listed city of Valletta.

Artists, musicians, writers, programmers and other creative people will come together on July 3-5, in the peak of the Mediterranean summer, to design and make games over 48 hours. Digital games, board games, and even playful experiences in and around the streets of the city are all possibilities.

Game development veterans to creative novices alike are welcome to join us for this exciting international showcase for new ideas, experimentation and collaborations.”

+infos: http://maltagamejam.com/

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IoT Hackathon 2015

“The IoT Hackathon Lisbon will be held at Lisboa Congress Centre (CCL) from 8AM to 8PM on June 16th and 17th. Thursday, June 18th, the IoT solutions will be evaluated and there will be an award ceremony within the scope of the IoT Week 2015 Lisbon.”

+infos: http://iothackathonlisbon.challengepost.com/

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Gamelab 2015 – Conferência sobre videojogos em Barcelona, Setembro

Founded in 2005, Gamelab is a non-profit organization devoted to create quality events where international professionals, researchers, academics, entrepreneurs and investors from the digital entertainment space get inspired and share innovative ideas and projects.

Gamelab events connect, empower and inspire the next generation of digital creators to play an active role in shaping the future of interactive playgrounds and experiences.

+infos: LINK

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MODERN OPENGL

Um bom site para aprender a trabalhar com o openGl..
+infos: LINK

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