Awww, thanks About our Fortnite stats Checker Fortnite statistics and leaderboards. Find the best Fortnite players in our leaderboards. Join our leaderboards and look for your Fortnite stats! We track all available Fortnite stats, leave your page open to automatically update and capture all your Fortnite matches.
We follow more Fortnite players than anywhere else! We are currently tracking 71 players. We also offer Fortnite Challenges, we have detailed statistics about Fortnite Events like the World Cup and we keep track of the Fortnite store every day! Are you a creator? Create fortnite creatives and add them to our site to share your creations with our millions of users. But our 1 priority is Fortnite statistics: we keep track of all your victories, murders and tops!
Our Fortnite statistics are the most complete statistics available. In addition to just tracking your life stats, we have your seasonal stats, as well as your best strokes, the best murder games and the trend with your Fortnite stats for months or even years. Please note that this rating is in Beta, and we will continue to customize it and improve it! TRN Rating is a rating that we have developed unofficially, and which only works for players using our site.
It works by analyzing the matches you play. You have a TRN rating for each mode solo, duo, squad that you play. How does it work? When you visit FortniteTracker for the first time, we set your rating to That is the default initial value. The range is 0 to , of which are the best players. When you update your stats on Fortnite Status Tracker we will look at your latest game s.
Based on whether you won, placed or lost, and how many deaths you received, we adjust your score. Each playlist has these calculated. For example, for Solo, winners get an average of 9 dead, while second place gets 5. The 2nd and 3rd layers work the same way. We expect you to get at least 4 and 3 kills at least.
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If you do, you get 2. If you lose, you lose 2. We all stop at 0, so even though many can go negative, they will stay at 0, giving them a chance to improve and get back into the game. This grading system requires detailed information. In season 3 we will be able to start fresh. We look at match history as you update your stats regularly on Fortnite Tracker.
We want a rating that can be achieved by people who can't play games a month. Think of this as a development system. You have to go and play and win and you come up! Whats the per frame computation of it? Programmer Starting team asdfzitro replied to doug25's topic in Hobby Project Classifieds. Im not the Best but i try my best to get something Done. I would be Interested :D! How do you make Windows 10 barely usable? Windows 10 came with the laptop, but I guess everyone just reinstalls it before use and hope to find working drivers.
The first computer I bought with Windows 10 didn't have enough disk space to receive updates after 24 hours. Somehow they still sold it completely unable to operate with the given system.
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Small Swat ck posted a project in chetan dc kanwal. This is a third person shooter game. There are two levels so far more will be added later on. The player get 3 different weapons. Find all the enemies and kill to win the game. Looking forward to feedbacks. Moved my office today slayemin posted a blog entry in slayemin's Journal. Today I went to my co-working space in downtown Seattle and closed my old desk space.
It made no sense to continue paying money for something I wasn't using anymore, so it was time to close down that operation. I am delighted to actually close it down though.
How to Create Your First 3D Model in SketchUp: A Beginner-Friendly Introduction
Not only does it save me money every month, but it also means I can have my computer office at home now and I don't need to commute to a far away place to get work done. After I finish work at my day job, I can come home and do a little bit of work on my own projects And now that I've got steady income, I don't need to worry about scraping together enough money every month to just barely get by, only to worry about it again the following month.
So the barrier for entry for doing work is extremely low and there are no distractions. I'm excited. This is going to be fantastic. The hardest decision is going to be deciding on what to work on next I have a lot of passions and interesting things to work on and I need to pick just one to focus on. I have also recently taken up painting. I have never painted before but it turns out I'm not too shabby at it. I went to a local paint studio where you can drink and paint for two hours in a group and it was actually quite fun! Check these out. First painting ever: Second painting ever: There's some obvious novice mistakes with each of these and I don't have any practiced techniques down well, but I can't be too hard on myself given my lack of experience.
Despite that, I'm happy with the results and only further practice will refine my skills and abilities.
The lesson here is that just because you might be a technical person like me, it doesn't mean that you have forsaken other talents you may have. Programmers can be artists, and artists can be programmers! There is no rule saying you have to be one or the other but not both! In fact, I personally believe that being both creatively gifted and technically gifted is mutually beneficial to each respective gift.
I can use my graphics programming experience to look at a scene and say where the lighting and shadows are wrong and apply that to painting to be a better painter, but at the same time, I can use the free wheeling, unconstrained creative side to come up with creative solutions to hard programming problems. In terms of work at my day job, I've been doing fantastic. I learned a few weeks ago that I had an excellent review and facebook wanted to extend my contract by another six months.
That's a good sign! Yay, less things to worry about for at least a few more months! I feel I have been very productive at work as well and facebook has been very supportive of what I want to do. I have my own little lab! My wings are spreading and I'm flying I wish I could talk more openly in public, but I must err on the side of caution -- those details will have to wait for another day.
I suppose I am now officially an indie with a day job.
No shame in that it's actually an excellent way to balance things, because the experience you get working professionally carries over to your own projects. Disable unneeded services would help alot. But if I am going to be honest, it's best if you just switch to Windows 7. It will save you a lot of time, worry and headache. It seems that your laptop is just not made to run Windows Doing band-aid fixes will just make it worse over time.
Should AI be replaced with jobs that humans can do? It depends on the task. Personally, I think AI should be left to do hard and repetitive tasks while we humans should move up the ladder and do the jobs that require actual problem solving and creativity. Do companies consider a degree relating to 3D Art very important or will a portfolio just do fine? What style of 3D art is the most in demand in the industry? Should I focus on learning how to make realistic 3D models, low poly art, etc?
Is it beneficial for someone to learn different art styles or should one just focus on mastering one style? Are 3D Artists still in demand or is it hard to find a job opening? The only constant in life is change. They have been! I've been busy I'm quite happy with where things are going even though life is changing gears. No question asked. Thread closed. Childhood drawings inspire game Rutin replied to zomsuv's topic in For Beginners's Forum. You establish collision boxes to make certain areas not move-able. I wont dive into AI programming as this is more advanced and I simply don't have the time to write up or find references for you.
You'll have to utilize collision boxes with your AI and path-finding algorithm to make sure they don't overlap. If you're working in a 2D environment you can program a layer system per object to reflect destruction that ties into the sprite attached to that object, otherwise just change the sprite or section of the sprite depending on a variable that defines damage. Just make a class for the ladder and when you need any character to have a ladder object you can spawn it in by using prefabs and parenting the character object with an offset if needed.
When the ladder is placed somewhere set a variable that allows it to be climbed and when you're going through your path-finding and AI you can have the character use the ladder as needed. Asking "how hard" something is really doesn't make sense because from person to person and task to task it can range and there is no definite answer. You need to think more about all the systems involved in making this game work and learn those by making smaller projects.
And watch lots of CppCon talks on YouTube. Childhood drawings inspire game Danzabarr replied to zomsuv's topic in For Beginners's Forum.
Google Sketchup for Game Design Beginners Guide by Robin de Jongh Information
In my experience, making games is all about breaking big problems or ideas down into little tiny pieces of problem, and for each one of the pieces asking, "but what exactly am I trying to achieve? Sometimes it helps to sleep on a problem. To answer your last question, I think it almost always is harder than you first think. It's only when you start breaking down the problems into their components that you get a real feeling for the complexity involved. I wouldn't be put off trying though. Even if you manage to solve just a few of the problems before giving up, you will have learned something in the process.
Major graphics overhaul jacksaccountongamedev posted a blog entry in Close Quarters Devlog. In this post, I discuss some of the details, technical and otherwise, of this major change. The need for better graphics My original graphics philosophy for Close Quarters was minimalism: simple, smooth graphics that provide the player with only the information that affects gameplay. However, as time went by, I began to see the simple graphics as a detriment rather than a positive. I also began to become more sensitive to the lack of visual variation environments that consist only of line segments have no visual theme and all look alike.
Hence, I decided to revamp the rendering engine to support textured polygons and other embellishments. Graphic design principles The paramount principle I wanted to maintain from the original graphics was clarity. I found inspiration in architectural and urban designs, for example: The desire for clarity influenced several choices: I decided that all traversable space should feature very light and subtle textures so that players, projectiles, and effects which were originally all designed for a white background still stand out.
See, for example, the following two textures: The original choice left has too many lines and details and is too dark, so it obscures bullets and other gameplay elements passing over it. Hence, I replaced it with the less complex and lighter texture on the right. Similarly, I decided that solid polygons should generally have much darker colours so that they are easily distinguishable from traversable space. I also increased the rendering size of projectiles so that they are more apparent against a textured background.
Rendering system The internal workings of the new rendering system can be summarised as follows: 1. Upon the loading of the map, all polygons are triangulated individually. Enough memory is allocated so that each of these arrays could contain all the integer indices of every triangle bearing the corresponding texture. The triangles are then added to the spatial partitioning system. This system is a grid, and each cell ultimately contains a list of the indices of the triangles that intersect it. These arrays or, rather, the triangles whose indices are contained therein are then rendered sequentially via a batching system that copies 5, vertices to the GPU at a time.
Rendering shadows The most interesting aspect of the new graphics system is probably the soft shadows, which give everything a sense of volume. I decided that the map designer should manually plot shadow polygons. Though tedious, this allows for some depth effects that would be difficult to achieve if the shadows were generated programmatically because the game stores only very basic height information for each polygon. To render the shadows, I first render the shadow polygons in view in solid black to an offscreen, transparent framebuffer.
In my case, my blur kernel is only 3x3 in size, so the difference between a one-pass blur and two-pass blur would only be the difference between nine and six samples, and the gain made by using the two-pass approach might be negated by the need for an additional framebuffer and the fact that I would be rendering twice.
One thing that is important to realise for anyone attempting to replicate this approach to rendering shadows is that the offscreen buffer should support multisampling. As WebGL 1. Also note that a similar soft shadow effect can be achieved without relying on a blur shader. Once the shadows are rendered with solid black into the offscreen buffer, the offscreen buffer can then be rendered to the backbuffer a dozen or so times with a very low alpha value and slightly offset in a circular pattern, resulting in blurred edges.
The advantage of this approach is code simplicity, but I found its performance erratic in WebGL sometimes it would have no discernible performance impact and other times it would cause the frame rate to drop from 60 to about Firstly, the addition of shadows makes it easier to represent depth, so by carefully crafting the environment, it is now possible to create spaces that appear higher than others: Longer shadows on the right building suggest greater height.
Secondly, top-level overlays can provide concealment, a mechanic that exists in the game surviv. Currently, such concealment is possible under treetops in Close Quarters: Going forward Of course, there is still much room for graphical improvements.
Some elements, such as the explosions, looked good when paired with the old, simple graphics, but now look too basic, so I will have to make an effort to restore congruence across all the different visual elements. That's a lot of questions for one thread! Several of them just ask "how hard is it" - and that question is subjective. Then pretty much everything is going to be hard I recommend you just ask "how to" questions instead of "how hard" questions.
Thank you very much! Options for FMV playback in our engine? I am the lead developer on a game engine project and we want to support FMV playback in the engine. Our engine is using Direct3D11 for graphics and FMOD for audio and we are looking for a library that will allow us to load a video file in any format that we can legally encode to, distribute and play back without needing to pay money to anyone and that isn't going to take up massive CPU horsepower to decode and in our engine have code that decodes whatever the next frame is into something we can then easily draw on the screen as well as being easily able to wire the audio up to FMOD or something.
Love it! Very spooky but also so bold and fun in a way that reminds me of Grant Kirkhope. Childhood drawings inspire game zomsuv posted a topic in For Beginners's Forum. I have been slowly learning Unity in the past weeks and I'm a complete beginner at it. Say this game is a simple invasion type game where a player defends a static base here the castle and wall , and the AI sends bots to attack the player. Many questions raises in my head. First, is it realistic for a beginner to achieve that?
And second, how to achieve that. I thought it could be a good simple first game at first, but now I feel like I'm making the next total war. Am I over complicating things? Is it really that hard to make this into a game? I'll try to clarify what I was doing in the Render pseudo code. I'll do it twice to show how it works. BTW, remember when I said I didn't check my math; I didn't account for off by 1 problem so I forgot to subtract 1 to the maximums.
Round 2: We moved the camera by 10px in the update function. Similar ebooks. See more. SketchUp 7. Robin De Jongh. Written with a fast-paced but friendly and engaging approach, this Packt Beginner's Guide is designed to be placed alongside the computer as your guide and mentor. Step-by-step tutorials are bolstered by explanations of the reasoning behind what you are doing. You will quickly pick up the necessary skills, tips, and tricks for creating successful SketchUp visualizations with practical examples that help you to learn by experiment and play.
This book is suitable for all levels of Sketchup users, from amateurs right through to architectural technicians, professional architects, and designers who want to take their 3D designs to the next level of presentation. SketchUp for Architectural Visualization is also particularly suitable as a companion to any architectural design or multimedia course, and is accessible to anyone who has learned the basics of SketchUp.
Keith Devlin. Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med. Thomas Bleicher. Beginning with a quick start tutorial which will get you up and running with SketchUp quickly, you will move on to learning the key skills you will need to wow your clients with stunning visualizations through a series practical steps, tips and tricks.
If you are a SketchUp user, from an amateur right through to an architectural technician, professional architect, or designer, this is the book for you. This book is also suitable as a companion to any architectural design or multimedia course, and is accessible to anyone who has learned the basics of SketchUp. Terry Norton. This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way.
This book is for the total beginner to any type of programming, focusing on the writing of C code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.