scholarly journals AethelmE, HTML5 Game Engine with Multiple Canvas Elements

2021 ◽  
Vol 1 (2) ◽  
pp. 57-68
Author(s):  
Kevin Gunawan ◽  
Raymond Bahana

Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 (HyperText Markup Language 5) specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing of multiple HTML5 game engines, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.

2018 ◽  
Vol 8 (3) ◽  
pp. 126-131
Author(s):  
Ramiz Salama ◽  
Mohamed ElSayed

Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.


1994 ◽  
Vol 05 (05) ◽  
pp. 805-809 ◽  
Author(s):  
SALIM G. ANSARI ◽  
PAOLO GIOMMI ◽  
ALBERTO MICOL

On 3rd November, 1993, ESIS announced its Homepage on the World Wide Web (WWW) to the user community. Ever since then, ESIS has steadily increased its Web support to the astronomical community to include a bibliographic service, the ESIS catalogue documentation and the ESIS Data Browser. More functionality will be added in the near future. All these services share a common ESIS structure that is used by other ESIS user paradigms such as the ESIS Graphical User Interface (Giommi and Ansari, 1993), and the ESIS Command Line Interface. A forms-based paradigm, each ESIS-Web application interfaces to the hypertext transfer protocol (http) translating queries from/to the hypertext markup language (html) format understood by the NCSA Mosaic interface. In this paper, we discuss the ESIS system and show how each ESIS service works on the World Wide Web client.


2011 ◽  
Vol 65 ◽  
pp. 295-298 ◽  
Author(s):  
Fan Yang ◽  
Cai Li Zhang

Considering the insufficient ability of data processing existed in configuration software, a scheme integrated both advantages of advanced programming language and configuration software is provided. In this scheme real-time data acquisition and complex processing are achieved by advanced programming language, the human-computer interface and other functions of the monitoring system are achieved by configuration software. Configuration software achieves the purpose of expanding data processing ability by data communications between advanced programming language and configuration software based on OLE technology. The practical application result indicates that the data processing ability of configuration software can be effectively expanded based on OLE technology, which has well stability and real-time, and can play significant performance in complex parameters and data processing related monitoring system.


Author(s):  
Chaitya Vohera ◽  
Heet Chheda ◽  
Dhruveel Chouhan ◽  
Ayush Desai ◽  
Vijal Jain

2017 ◽  
Vol 4 (3) ◽  
Author(s):  
Krassen Stefanov ◽  
Atanas Georgiev ◽  
Alexander Grigorov ◽  
Boyan Bontchev ◽  
Pavel Boytchev ◽  
...  

This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.


2015 ◽  
Vol 1 (2) ◽  
pp. 23
Author(s):  
Marcio Carneiro Dos Santos

Explora-se a possibilidade de automação da coleta de dados em sites, a partir da aplicação de código construído em linguagem de programação Python, utilizando a sintaxe específica do HTML (HiperText Markup Language) para localizar e extrair elementos de interesse como links, texto e imagens. A coleta automatizada de dados, também conhecida como raspagem (scraping) é um recurso cada vez mais comum no jornalismo. A partir do acesso ao repositório digital do site www.web.archive.org, também conhecido como WayBackMachine, desenvolvemos a prova de conceito de um algoritmo capaz de recuperar, listar e oferecer ferramentas básicas de análise sobre dados coletados a partir das diversas versões de portais jornalísticos ao longo do tempo. PALAVRAS-CHAVE: Raspagem de dados. Python  Jornalismo Digital.  HTML. Memória.  ABSTRACTWe explore the possibility of automation of data collection from web pages, using the application of customized code built in Python programming language, with specific HTML syntax (Hypertext Markup Language) to locate and extract elements of interest as links, text and images. The automated data collection, also known as scraping is an increasingly common feature in journalism. From the access to the digital repository site www.web.archive.org, also known as WayBackMachine, we develop a proof of concept of an algorithm able to recover, list and offer basic tools of analysis of data collected from the various versions of newspaper portals in time series.KEYWORDS: Scraping. Python. Digital Journalism. HTML. Memory. RESUMENSe explora la posibilidad de automatización de los sitios de recolección de datos, desde el código de aplicación construida en lenguaje de programación Python, utilizando la sintaxis específica de HTML (Hypertext Markup Language) para localizar y extraer elementos de interés, tales como enlaces, texto e imágenes. La colección de datos automatizada, también conocido como el raspado es una característica cada vez más común en el periodismo. Desde el acceso a la www.web.archive.org, sitio de repositorio digital, también conocida como WayBackMachine, desarrollamos una prueba de concepto de un algoritmo para recuperar, listar y ofrecer herramientas básicas de análisis de los datos recogidos de las diferentes versiones de portales de periódicos en el tiempo. PALABRAS CLAVE: Raspar datos. Python. Periodismo digital. HTML. Memoria. ReferênciasBIRD, Steven; LOPER, Edward; KLEIN, Ewan. Natural Language Processing with Python: analyzing text with the Natural Language Toolkit. New York: O'Reilly Media Inc., 2009.BONACICH, Phillip; LU, Phillip. Introduction to mathematical sociology. New Jersey: Princeton University Press, 2012.BRADSHAW, Paul. Scraping for Journalists. Leanpub, 2014, [E-book].GLEICK, James. A Informação. Uma história, uma teoria, uma enxurrada. São Paulo, Companhia das Letras, 2013.MANOVICH, Lev. The Language of New Media. Cambrige: Mit Press, 2001.MORETTI, Franco. Graphs, maps, trees. Abstract models for literary history. New York, Verso, 2007.ROGERS, Richard. Digital Methods. Cambridge: Mit Press, 2013. E-book.SANTOS, Márcio. Conversando com uma API: um estudo exploratório sobre TV social a partir da relação entre o twitter e a programação da televisão. Revista Geminis, ano 4 n. 1, p. 89-107, São Carlos. 2013. Disponível em: . Acesso em: 20 abr. 2013.SANTOS, Márcio. Textos gerados por software. Surge um novo gênero jornalístico. Anais XXXVII Congresso Brasileiro de Ciências da Comunicação. Foz do Iguaçu, 2014. Disponível em: . Acesso em 26 jan. 2014. Disponível em:Url: http://opendepot.org/2682/ Abrir em (para melhor visualização em dispositivos móveis - Formato Flipbooks):Issuu / Calameo


2019 ◽  
Author(s):  
GlentaraSutisna

Template Ecommerce GlentaraNpm : 17011253Nama : Glentara SutisnaProdi : ManajemenFakultas : Ekonomi dan BisnisEmail :[email protected] html (HyperText Markup Language) adalah bahasa pemrograman standar yang digunakan untuk membuat sebuah halaman web, yang kemudian dapat diakses untuk menampilkan berbagai informasi di dalam sebuah penjelajah web Internet (Browser). berguna untuk memulai sebuah HTML. digunakan untuk menutup sebuah HTML dan diawali juga dengan garis miring “/”. berguna untuk memberi judul pada yang nantinya akan muncul di Tab Browser.<head> berguna untuk bagian Header atau atas.</head> berguna untuk penutup header dan diawali dengan garis miring “/”.<body> digunakan untuk bagian body atau isi dalam HTML


Horizon ◽  
2021 ◽  
Vol 1 (4) ◽  
pp. 676-687
Author(s):  
Rila Kurniawan ◽  
Heri Mulyono ◽  
Irsyadunas Irsyadunas

Zidan Jaya Motor is a company that serves the sale and purchase of used motorcycles, from various brands and types of motorcycles. The problem that is often encountered is the ineffectiveness of sales services in terms of time and effort because they still use manual data collection in the company's parent book. The purpose of this research is to design a web-based used motorcycle sales application. This sales information system planning uses the SDLC (system development life cycle) development method with the PHP (hypertext markup language) programming language. This sales application makes it easy for Zidan Jaya Motor to manage goods data, sales reports, optimize services and maintain company data security. With the support of human resources and computerized information systems.


2020 ◽  
Vol 9 (1) ◽  
pp. 7-14
Author(s):  
Taufik Hidayat ◽  
Mahmudin Muttaqin ◽  
Djamaludin Djamaludin

Penerimaan Peserta Didik Baru merupakan langkah awal dalam manajemen pelayanan sekolah kepada masyarakat dalam dunia pendidikan. Bagaimana sebuah sekolah melakukan promosi produk dan sekaligus pelayanan prima diawali dari penerimaan peserta didik, selanjutnya siswa/orang tua akan endapatkan akses portal. Penelitian ini menggunakan metode waterfall dalam melakukan rancang bangun sistem informasi penerimaan peserta didik baru, metode waterfall adalah suatu metode yang merupakan perancangan System Development Life Cycle (SDLC), dimana perancangan diawali dengan requirement, design, implementation, verification dan maintenance. Teknik pengumpulan data melalui observasi lapangan, wawancara, dan studi literature. PHP (HyperText Markup Language) merupakan Bahasa pemograan berbasis website bersifat server-side,yang berarti kode program PHP diproses seluruhnya di dalam web server. MySQL merupakan bahasa yang memiliki kemampuan cukup baik untuk menunjang kerja para developer, baik User yang sudah berpengalaman dengan database maupun untuk pemula. Dengan sistem informasi penerimaan peserta didik baru online berbasis website, akan membantu dan memudahkan dalam komunikasi data serta informasi antara orang tua calon peserta didik dengan lembaga pendidikan. Hasil pengujian aplikasi menunjukan tingkat kebutuhan terhadap sistem informasi penerimaan peserta didik baru online berbasis website menyentuh nilai 78%.


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