scholarly journals Comparison of GTK+ and Qt libraries in game development

2018 ◽  
Vol 6 ◽  
pp. 55-58
Author(s):  
Kamil Drzas ◽  
Dominik Alchimowicz ◽  
Maciej Pańczyk

Game development consists of many elements. Implementation of basic features such as rendering and sound handling requires usage of low level libraries and deep knowledge. Libraries that help to create user interfaces (UI), because of their functionality, may be an attractive platform for creating basic games. This paper presents the results of comparison of the two popular libraries: GTK+ and Qt.

2011 ◽  
Author(s):  
Edward Scott ◽  
Pubudu Madhawa Silva ◽  
Bryan Pardo ◽  
Thrasyvoulos N. Pappas

2021 ◽  
Vol 5 (S2) ◽  
pp. 645-677
Author(s):  
Olga V. Shkolna ◽  
Olha D. Sosik ◽  
Oleksandra V. Barbalat ◽  
Iryna V. Sytnyk ◽  
Olena S. Kashshay

Kolts of the Kyivan Rus era is a Ukrainian goldsmiths' brand, personification of the highest achievements of artistic thought of the then jewelers, behind which you can feel the huge inner spiritual culture of the masters and their professional impeccable knowledge of materials and techniques. At the same time, the ability of Kyivan Rus authors to crystallize their own domestic style is striking. Its special refinement indicates the deep knowledge the local people had of the best creative achievements of the artistic ecumene, awareness of many of the then fashionable trends of jewelry art in Europe and the East. Currently a significant part of the available artifacts from the heritage of jewelers of the Kyivan Rus era requires verification. After all, using a low level of provenance, individual collections announce fake or “modified” or reconstructed kolts to be the real pre-Ukrainian ones. In this regard, the factors of professional art history attribution are extremely important, though they are not widely used in the circles of archeologists, historians, and local history museum specialists.


2021 ◽  
Author(s):  
◽  
Jack Voldemars Purvis

<p>Live coding focuses on improvising content by coding in textual interfaces, but this reliance on low level text editing impairs usability by not allowing for high level manipulation of content. VJing focuses on remixing existing content with graphical user interfaces and hardware controllers, but this focus on high level manipulation does not allow for fine-grained control where content can be improvised from scratch or manipulated at a low level. This thesis proposes the code jockey practice (CJing), a new hybrid practice that combines aspects of live coding and VJing practice. In CJing, a performer known as a code jockey (CJ) interacts with code, graphical user interfaces and hardware controllers to create or manipulate real-time visuals. CJing harnesses the strengths of live coding and VJing to enable flexible performances where content can be controlled at both low and high levels. Live coding provides fine-grained control where content can be improvised from scratch or manipulated at a low level while VJing provides high level manipulation where content can be organised, remixed and interacted with. To illustrate CJing, this thesis contributes Visor, a new environment for live visual performance that embodies the practice. Visor's design is based on key ideas of CJing and a study of live coders and VJs in practice. To evaluate CJing and Visor, this thesis reflects on the usage of Visor in live performances and feedback gathered from creative coders, live coders, and VJs who experimented with the environment.</p>


2021 ◽  
Author(s):  
◽  
Jack Voldemars Purvis

<p>Live coding focuses on improvising content by coding in textual interfaces, but this reliance on low level text editing impairs usability by not allowing for high level manipulation of content. VJing focuses on remixing existing content with graphical user interfaces and hardware controllers, but this focus on high level manipulation does not allow for fine-grained control where content can be improvised from scratch or manipulated at a low level. This thesis proposes the code jockey practice (CJing), a new hybrid practice that combines aspects of live coding and VJing practice. In CJing, a performer known as a code jockey (CJ) interacts with code, graphical user interfaces and hardware controllers to create or manipulate real-time visuals. CJing harnesses the strengths of live coding and VJing to enable flexible performances where content can be controlled at both low and high levels. Live coding provides fine-grained control where content can be improvised from scratch or manipulated at a low level while VJing provides high level manipulation where content can be organised, remixed and interacted with. To illustrate CJing, this thesis contributes Visor, a new environment for live visual performance that embodies the practice. Visor's design is based on key ideas of CJing and a study of live coders and VJs in practice. To evaluate CJing and Visor, this thesis reflects on the usage of Visor in live performances and feedback gathered from creative coders, live coders, and VJs who experimented with the environment.</p>


Author(s):  
Ismael Sagredo-Olivenza ◽  
Gonzalo Flórez-Puga ◽  
Marco Antonio Gómez-Martín ◽  
Pedro A. González-Calero

Unity 3D is a widely used middleware for game development, primarily by small studies. In addition to the core technology, a number of extensions or add-ons have been created by third-party developers to provide additional functionality. Nevertheless, the support Unity 3D provides for building GUI for such add-ons is at a very low level, and for that reason the authors have designed and built UHotDraw, an extensible framework in C# that simplifies the development of GUI and draw applications and editor extensions in Unity 3D.


2019 ◽  
Vol 2019 (2) ◽  
pp. 59-63
Author(s):  
Михаил Дмитриевич Морозов ◽  
Mikhail Dmitrievich Morozov

The article describes the peculiarities of the localization process, during which the product changes in accordance with a particular culture or a market. Computer games localization is a part of game development, but it functions in its own environment. It has been stated that at present the overwhelming number of user interfaces of computer games are fully localized, yet with regard to the audio part, difficulties are observed. Glossaries should be used in the process of localizing sound parts. Files, formats and tools used by localization companies are considered. The conclusion is made about the complexity and versatility of the process of localization of com-puter games compared to the localization of other products


2004 ◽  
Vol 40 (4) ◽  
pp. 531-544 ◽  
Author(s):  
David Bridges ◽  
Amare Asgedom ◽  
Setargew Kenaw

2003 ◽  
Vol 62 (1) ◽  
pp. 45-51 ◽  
Author(s):  
Marek Nieznanski

The aim of the study was to explore the basic features of self-schema in persons with schizophrenia. Thirty two schizophrenic patients and 32 normal controls were asked to select personality trait words from a check-list that described themselves, themselves as they were five years ago, and what most people are like. Compared with the control group, participants from the experimental group chose significantly more adjectives that were common to descriptions of self and others, and significantly less that were common to self and past-self descriptions. These results suggest that schizophrenic patients experience their personality as changing over time much more than do healthy subjects. Moreover, their self-representation seems to be less differentiated from others-representation and less clearly defined than in normal subjects.


2006 ◽  
Vol 76 (1) ◽  
pp. 28-33 ◽  
Author(s):  
Yukari Egashira ◽  
Shin Nagaki ◽  
Hiroo Sanada

We investigated the change of tryptophan-niacin metabolism in rats with puromycin aminonucleoside PAN-induced nephrosis, the mechanisms responsible for their change of urinary excretion of nicotinamide and its metabolites, and the role of the kidney in tryptophan-niacin conversion. PAN-treated rats were intraperitoneally injected once with a 1.0% (w/v) solution of PAN at a dose of 100 mg/kg body weight. The collection of 24-hour urine was conducted 8 days after PAN injection. Daily urinary excretion of nicotinamide and its metabolites, liver and blood NAD, and key enzyme activities of tryptophan-niacin metabolism were determined. In PAN-treated rats, the sum of urinary excretion of nicotinamide and its metabolites was significantly lower compared with controls. The kidneyα-amino-β-carboxymuconate-ε-semialdehyde decarboxylase (ACMSD) activity in the PAN-treated group was significantly decreased by 50%, compared with the control group. Although kidney ACMSD activity was reduced, the conversion of tryptophan to niacin tended to be lower in the PAN-treated rats. A decrease in urinary excretion of niacin and the conversion of tryptophan to niacin in nephrotic rats may contribute to a low level of blood tryptophan. The role of kidney ACMSD activity may be minimal concerning tryptophan-niacin conversion under this experimental condition.


Sign in / Sign up

Export Citation Format

Share Document