投稿時間:2023-09-04 00:08:30 RSSフィード2023-09-04 00:00分まとめ(9件)

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IT 気になる、記になる… Apple、「iOS 17」の開発を完了 ー 「iPadOS 17」も「iOS 17」と同時リリースへ https://taisy0.com/2023/09/03/176228.html appleios,apple,bloomberg 2023-09-03 14:53:42
IT ITmedia 総合記事一覧 [ITmedia News] 「ヤフオク!」でシステム障害、入札や落札後の支払いなどができず https://www.itmedia.co.jp/news/articles/2309/03/news060.html itmedia,news,お知らせ 2023-09-03 23:10:00
Program JavaScriptタグが付けられた新着投稿 - Qiita 【Next.js】Node Mailerで問い合わせフォーム用のAPIを作成する https://qiita.com/ICHINOMIYA1038/items/0cc856deada882690a60 nextjsnodemailer,nextjsvercelpostgressql,prisma 2023-09-03 23:11:59
技術系ブログ等 Developers.IO dbtの公式入門ドキュメント『Quickstart for dbt Core from a manual install』を実践してみた #dbt https://dev.classmethod.jp/articles/quickstart-for-dbt-core-from-a-manual-install/ btcorefromamanualinstall,dbtcloud,dbtcore 2023-09-03 14:11:08
技術系ブログ等 Developers.IO クラスメソッドコリアにジョインした宮城理奈です。 https://dev.classmethod.jp/articles/cmkr_joined_miyagi_202309/ クラスメソッドコリア,アシスタント,ジョイン 2023-09-03 14:03:22
海外TECH AppleInsider - Frontpage News Apple was 'close' to introducing 14-inch iPad model in 2023 https://appleinsider.com/articles/23/09/03/apple-was-close-to-introducing-14-inch-ipad-model-in-2023?utm_medium=rss Apple allegedly got close to creating a super sized iPad Pro that was much larger than the current largest inch model with a inch version considered for a potential launch in at one point iPad on a tableApple is anticipated to be preparing an iPad Pro upgrade in early with OLED accompanied by a replacement of the inch model by a inch version However Apple could ve gone much larger with the model Read more 2023-09-03 14:59:06
海外TECH AppleInsider - Frontpage News Apple will frame iPhone 15 USB-C switch as a consumer win https://appleinsider.com/articles/23/09/03/apple-will-frame-iphone-15-usb-c-switch-as-a-consumer-win?utm_medium=rss Apple s introduction of the iPhone generation with USB C will be framed as a win for consumers at launch a leaker claims with Apple keen to present itself as being in a position of strength rather than being forced into making the change Apple s switch from Lightning to USB C will be a major event for the iPhone history books with numerous leaks indicating the component change is probably going to happen However there s still the question of how Apple will frame moving from its own connector design to a more common version In Mark Gurman s Power On newsletter for Bloomberg on Sunday it is offered that Apple s announcement of USB C in the iPhone will be proclaimed as good for consumers Read more 2023-09-03 14:15:08
海外TECH AppleInsider - Frontpage News Future iPad Pro Magic Keyboard will use MacBook-like aluminum enclosure https://appleinsider.com/articles/23/09/03/magic-keyboard-for-ipad-pro-will-use-macbook-like-aluminum-enclosure?utm_medium=rss The revamp of the Magic Keyboard will make the iPad Pro seem even more like a MacBook Pro a report offers with a switch to aluminum to the top of the case bringing it more in line with the MacBook design aesthetic Apple Magic Keyboard for iPad ProApple s update to the iPad Pro is expected to occur in early with the switch to OLED being the main talking point However Apple is keen to update the Magic Keyboard a signature accessory for the product line Read more 2023-09-03 14:04:59
海外TECH Engadget Hitting the Books: The programming trick that gave us DOOM multiplayer https://www.engadget.com/hitting-the-books-doom-guy-john-romero-abrams-press-143005383.html?src=rss Since its release in id Software s DOOM franchise has become one of modern gaming s most easily recognizable IPs The series has sold more than million copies to date and spawned myriad RPG spinoffs film adaptations and even a couple tabletop board games But the first game s debut turned out to be a close thing id Software cofounder John Romero describes in an excerpt from his new book DOOM GUY Life in First Person With a mere month before DOOM was scheduled for release in December the iD team found itself still polishing and tweaking lead programmer John Carmack s novel peer to peer multiplayer architecture ironing out level designs ーat a time when the studio s programmers were also its QA team ーand introducing everybody s favorite killer synonym to the gamer lexicon nbsp Abrams PressExcerpted from DOOM GUY Life in First Person by John Romero Copyright by John Romero Published and reprinted by permission of Abrams Press an imprint of ABRAMS All rights reserved In early October we were getting close to wrapping up the game so progress quickened On October we issued the DOOM beta press release version a build of the game we distributed externally to journalists and video game reviewers to allow them to try the game before its release Concerned about security and leaks we coded the beta to stop running on DOS systems after October We still had useless pickups in the game like the demonic daggers demon chests and other unholy items I decided to get rid of those things because they made no sense to the core of the game and they rewarded the player with a score which was a holdover from Wolfenstein D I removed the concept of having lives for the same reason It was enough to have to start the level over after dying There was still one missing piece from the game and it was a substantial one We hadn t done anything about the multiplayer aspect In modern game development multiplayer would be a feature factored in from day one and architected accordingly in an integrated fashion Not with DOOM It was November and we were releasing in a month I brought it up to Carmack So when are we going to make multiplayer mode The short answer was that Carmack was ready to take it on Looking from the outside in I suspect some might wonder if I wasn t just more than a bit concerned since we were hoping to ship in After all John had never programmed a multiplayer game before The truth is that I never had a doubt not for a second Back in March Carmack had already done some innovative network programming in DoomEd He wanted to play around with the distributed objects system in NeXT STEP so he added the ability to allow multiple people who were running DoomEd to edit the same level I could see him drawing lines and placing objects on my screen from his computer Then I d add to his room by making a hallway and so on For multiplayer Carmack s plan was to explore peer to peer networking It was the quick and dirty solution instead of a client server model Instead of one central computer controlling and monitoring all the action between two to four players each computer would run the game and sync up with the others Basically the computers send each other updates at high speed over the local network The speed of Carmack s network programming progress was remarkable He had some excellent books on networking and fortunately those books were clearly written and explained the process of using IPX well In a few hours he was communicating between two computers getting the IPX protocol running so he could send information packets to each computer I d worked with him for three years and was used to seeing incredible things on his screen but this was awe inspiring even for him In a matter of hours he got two PCs talking to each other through a command line based tool which proved he could send information across the network It was the foundation needed to make the game network capable It was great for two players and good for four so we capped it at that We were still on track to deliver on our promise of the most revolutionary game in history before the end of the year Carmack called me into his office to tell me he had it working Both PCs in his office had the game open and they were syncing up with two characters facing one another On one PC Carmack veered his character to the right On the other monitor that same character appearing in third person moved to the left It was working Oh my God I yelled throwing in some other choice words to convey my amazement That is fucking incredible When I d first truly visualized the multiplayer experience I was building EM I was playing the game and imagined seeing two other players firing rockets at each other At the time I thought This is going to be astonishing There is nothing like this This is going to be the most amazing game planet Earth has ever seen Now the moment had finally arrived I rushed to my computer and opened the game connecting to Carmack s computer When his character appeared on screen I blasted him out of existence screaming with delight as I knocked John out of the game with a loud booming bloody rocket blast It was beyond anything I had ever experienced before and even better than I imagined it could be It was the future and it was on my screen This is fucking awesome I yelled This is the greatest thing ever I wasn t kidding This was the realization of everything we put into the design months earlier I knew DOOM would be the most revolutionary game in history but now it was also the most fun all consuming game in history Now that all the key elements of our original design were in place it was obvious DOOM blew away every other game I d ever played From that moment on if I wasn t playing DOOM or working on DOOM I was thinking about DOOM Kevin Adrian and Jay began running the game in multiplayer mode too competing to blow away monsters and each other They were yelling just as much as I did cheering every execution groaning when they were killed and had to respawn I watched them play I saw the tension in their bodies as they navigated the dark detailed world we d created They were hunters and targets engaged in a kill or be killed battle not just with monsters but with other real people Players were competing in real time with other people in a battle to survive I thought of boxing or an extreme wrestling match where you go in a cage to fight This was much more violent more deadly It was all simulated of course but in the moment it felt immediate It was a new gaming experience and I searched for a way to describe it This is deathmatch I said The team latched onto the name It instantly articulated the sinister survival vibe at the heart of DOOM In mid November we buckled down getting in the closing zone where you begin finalizing all areas of the game one by one Now that Carmack had multiplayer networking figured out we needed to fine tune the gameplay and functionality delivering two multiplayer modesーone in which players work together to kill monsters and demons and the other where players try to kill each other usually without monsters around The first mode was called co op short for cooperative The second of course was deathmatch Another important word needed to be coined Deathmatch was all about getting the highest kill count in a game to be judged the winner What would we call each kill Well we could call it a kill but that felt like a less creative solution to me Why don t we have our own word I went to the art room to discuss this with Kevin and Adrian Hey guys for each kill in a deathmatch we need a word for it that is not kill I said Kevin said Well maybe we could use the word frag That sounds like a cool word but what does it mean I asked In the Vietnam War Kevin explained if a sergeant told his fire team to do something horrifically dangerous instead of agreeing to it they would throw a fragmentation grenade at the sergeant and call it friendly fire The explanation was Someone fragged the sarge So in a deathmatch we re all fragging each other I said Exactly And that is how frag entered the DOOM lexicon nbsp The introduction of deathmatch and co op play profoundly affected the possibility space of gameplay in the levels Crafting an enjoyable level for single player mode with lots of tricks and traps was complex enough but with the addition of multiplayer we had to be aware of other players in the level at the same time and we had to make sure the single player designed level was fun to play in these new modes Our levels were doing triple duty and we had little time to test every possible situation so we needed some simple rules to ensure quality Since multiplayer gameplay was coming in quickly near the end of development I had to define all the gameplay rules for co op and deathmatch We then had to modify every game map so that all modes worked in all difficulty levels These are the rules I came up with quickly to help guide level quality Multiplayer Rule A player should not be able to get stuck in an area without the possibility of respawning Multiplayer Rule Multiple players deathmatch or co op mode require more items place extra health ammo and powerups Multiplayer Rule Try to evenly balance weapon locations in deathmatch Multiplayer Rule In deathmatch mode try to place all the weapons in the level regardless of which level you re in Additionally we had to make all the final elements for the game the intermissions and various menus had to be designed drawn and coded the installation files needed to be created along with the text instruction files too We also had to write code to allow gamers to play these multiplayer modes over their modems since that was the hardware many people had in Compared to our previous games the development pace on DOOM had been relatively relaxed but in November our to do list was crowded Fortunately everything fell into place The last job for everyone was to stress test DOOM Preparing for release we knew we needed someone to handle our customer support so earlier in the year we d hired Shawn Green who quit his job at Apogee to join us Throughout development at every new twist and turn we kept Shawn up to date He had to know the game inside out to assist gamers should any issues arise Shawn also helped us by testing the game as it went through production I noted earlier that id Software never had a Quality Assurance team to test our releases For three years John Tom and I doubled as the id QA team We played our games on our PCs pounding multiple keys literally banging on keyboards to see if our assaults could affect the game On the verge of release and with more people than ever before in the office we spent thirty hours playing DOOM in every way we could think ofーswitching modes hitting commandsーrunning the game on every level in every game mode we had using every option we added to the game to see if there were any glitches Things were looking good We decided to run one last burn in test a classic test for games where the developers turn the game on and let it run overnight We ran DOOM on every machine in the office The plan was to let it run for hours to see if anything bad happened After about two hours of being idle the game froze on a couple screens The computers seemed to be okayーif you hit escape the menu came upーbut the game stopped running We hadn t seen a bug like this during development but Carmack was on the case He was thinking and not saying a word evidently poring over the invisible engine map in his head Ten minutes passed before he figured it out He concluded that we were using the timing chip in the PC to track the refresh of the screen and process sound but we weren t clearing the timing chip counter when the game started which was causing the glitch Ironically this logic had been part of the engine from day one so it was surprising we hadn t noticed it before He sat down at his computer fixed the bug and made a new build of the game We put the update on all the machines and held our breath for the next two hours Problem solved That was the last hurdle We were ready to launch That day December would be DOOM Day IPX is an acronym for Internetwork Packet Exchange In sum it is a way in which computers can talk to one another This article originally appeared on Engadget at 2023-09-03 14:30:05

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