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INDIEGAMESPLUS.COM‘Pack’ Needs You to Store Items Within Items Within ItemsPack needs you to load up a suitcase, but doing so involves carefully seeing what items can be put inside other things to make it all fit. You’re off on some sort of trip and you need to pack up everything you’ll need to go on a handful of excursions to a couple of different places. Each one sees you trying to stow a whole bunch of different things inside your suitcase. You also appear to have a tendency to pack to the point where you’ll fill the exact dimensions of your suitcase, leaving absolutely no other space left over. So, best plan out where everything is gonna go if you’re going to make your flight. The immediate thought when you start this game is to start plunking things down, Resident Evil 4-style, in the suitcase and then move them around to make them all fit. It doesn’t take long before you see that this is pointless; there’s just not enough room if you try to shove everything in the suitcase. However, once you unzip your laptop bag and see that you can fit additional things inside of it, your plan becomes clear. I admit, I felt I had the game pretty muchy figured out at that point and it would be an easy road to the end. I was wrong, as the ability to store things in other objects opens the game up to get really creative about what things can go inside of other stuff. Thankfully the game doesn’t judge me for mixing up my Magic and Uno cards. Pack managed to take me by surprise a few times during its brief play time, delighting me with its art style and the creative solutions it makes you come up with to get that suitcase closed. Pack is available now on itch.io. About The Author0 Комментарии 0 Поделились 27 Просмотры
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HITMARKER.NETAsus and Xbox tease that an Xbox-branded handheld could be released soonIt was reported in March that Xbox is planning to release a handheld later this year.0 Комментарии 0 Поделились 27 Просмотры
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Lead Level Designer at Old Skull GamesLead Level DesignerOld Skull GamesVilleurbanne Auvergne-Rhône-Alpes fr15 seconds agoApplyDescription du posteOld Skull Games recherche un·e Lead Level Designer expérimenté·e pour piloter la vision et la production des niveaux de son prochain jeu platformer 2D à l’ambiance sombre, développé sous Unity.En tant que Lead Level Designer, vous jouerez un rôle central à la fois dans la direction de l'équipe LD et dans la création de contenu, avec une attention particulière portée à la narration environnementale, à la lisibilité des espaces, et à la richesse des possibilités d’approche dans les niveaux.Missions principalesSuperviser l’équipe Level Design, définir les priorités, structurer les itérations, accompagner les membres de l’équipe dans leur montée en compétence.Collaborer avec la direction créative et les autres leads pour faire vivre la vision du jeu à travers les niveaux.Établir et produire la documentation de level design, incluant des intentions fortes, des concepts high-level et un aperçu des événements principaux (ennemis, distribution de la narration, objectifs, secrets, …)Concevoir, prototyper et améliorer des niveaux dans Unity répondant aux valeurs clé du projet concerné (lisibilité, exploration, rejouabilité, …)Co-construire des méthodologies de production efficaces et adaptées à une équipe à taille humaine avec une forte demande de contenu.En collaboration avec l’équipe technique, définir, développer et participer à l’amélioration des outils d’intégrations, afin de garantir une vélocité et un confort de production.Assurer la qualité technique et fonctionnelle des niveaux : intégration dans Unity, respect des contraintes techniques, suivi des performances.Contribuer à une veille active (GDC talks, outils, méthodologies) afin de nourrir l’équipe et faire évoluer nos pratiques.Travailler main dans la main avec les artistes, les game designers, le narrative director, les programmeurs et les testeurs pour garantir la cohérence et la fluidité de l’expérience joueur.Qualifications10 ans minimum dans l’industrie, dont une expérience significative en tant que senior ou lead sur un projet de jeu narratif ou à structure ouverte.Aisance avec Unity, les outils de scripting et les éditeurs de niveaux 2D.Excellente compréhension des enjeux de rythme, lisibilité, navigation et intention de gameplay dans un environnement 2D.Capacité et volonté de renforcer la narration par le biais de l’environnement de jeu et du quest design.Leadership naturel, capacité à embarquer les équipes avec bienveillance, tout en portant une vision claire et réaliste.Forte sensibilité aux méthodologies Agile : écoute active, culture du feedback, adaptation au contexte, autonomie encouragée.Culture du “problem solving” : vous savez transformer des contraintes en opportunités créatives.Excellentes compétences de communication, avec une attention particulière à la transparence et au bien-être des équipes.Informations supplémentairesIl est important de noter qu'un test technique sera demandé pour toutes les candidatures retenuesCDIStatut CadrePoste à pourvoir ASAP.Poste à pourvoir à Villeurbanne, Lyon.Rémunération selon profil et expérienceIntéressementTickets restaurants, mutuelle, prévoyance, remboursement des transports à 60%, forfait mobilité durable, parking dans les locaux, prime de vacancesLes petits plus OSG :Des équipes exceptionnelles !Ambiance chaleureuse garantieDes horaires flexibles pour une vie équilibréeFormat hybride avec présentiel et télétravailDes congés enfants malades payés, priorité à la famille!Nos petits déjeuners d'équipe hebdomadairesNotre incontournable Summer Camp annuelRavitaillement Gourmand: Paniers de fruits, boissons et café à disposition...Des sessions sportives organisées régulièrement pour une santé optimaleCongés payés: Ultra flexibilité, prenez les quand vous avez besoinNos locaux: rooftop, conciergerie, douche, au calme avec le parc Tête d'or à coté…Congés supplémentaires pour les personnes RQTH: plus de temps pour s’occuper de sa santéOffres du CSE (place de cinéma réduites, chèque cadeaux, Gymlib, goodies, etc.)Old Skull Games est engagé pour l'inclusion et l'égalité des chances. Nous sommes fiers d'être un employeur offrant des opportunités égales et accueillons les candidatures de personnes en situation de handicap. Si vous avez des besoins spécifiques pour participer au processus de recrutement, veuillez nous en informer et nous ferons un maximum pour répondre à vos besoins.Description de l'entrepriseNous sommes Old Skull Games, un studio de jeux vidéo basé à Lyon, et nous avons pour mission de créer des aventures incroyables pour les joueuses et joueurs sur consoles, PC et plateformes mobiles. Nous travaillons à la fois sur des licences originales et en partenariat avec des éditeurs renommés, notre mission est de créer des expériences mémorables.Avec une décennie d'expérience et plus de 10 jeux sortis à notre actif, ainsi qu'un équipage de pirates chevronnés, nous avons fait sensation dans l'industrie avec des titres à succès dans le Top 5 de l'Apple Arcade, notamment Spongebob Patty Pursuit et Nickelodeon Extreme Tennis. Notre dernier exploit, "Valiant Hearts: Coming Home", sorti sur Netflix, console et PC, et trois fois récompensé aux Pégases, témoigne de notre ambition constante de repousser les limites du possible dans le monde du jeu vidéo.Et parmi nos actualités, nous avons récemment sorti notre Original IP, "Cryptical Path", notre premier jeu PC/Console.À mesure que notre studio a grandi, nous avons fixé nos objectifs encore plus haut. Au cours de cette montée en gamme, de nouveaux profils seniors ont été ajoutés à notre équipe et nous ont aidés à livrer des produits à la hauteur de nos aspirations !Chez Old Skull Games, nous croyons en la liberté créative de nos équipes et en une approche basée sur la confiance. Nous offrons un environnement de travail dynamique où chacun peut s'épanouir professionnellement tout en contribuant à la création de jeux dont nous sommes tou-tes fier-es. Nous évoluons selon les principes Agile pour favoriser la collaboration, l'adaptabilité et la livraison continue de valeur.Nous utilisons les OKR pour aligner nos objectifs stratégiques et mesurer notre succès. Vous aurez l'opportunité de contribuer à la définition et à la réalisation de nos objectifs clés comme tout le monde à OSG!Postulez dès maintenant et préparez-vous à vivre une aventure incroyable chez Old Skull Games ! Create Your Profile — Game companies can contact you with their relevant job openings. Apply0 Комментарии 0 Поделились 28 Просмотры
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KOTAKU.COMSwitch 2 Preorders Are Live And Pure ChaosSwitch 2 preorders went live online at 12:01 a.m. ET and were every bit the mess some fans feared: pages timing out, error messages that weren’t real, and email cancelations being received just moments after it seemed like orders had gone through. There must be a better way to do these. Not in time for the Switch 2 launch, unfortunately.Suggested ReadingThe Best Reveals From The Game Awards 2023 Share SubtitlesOffEnglishSuggested ReadingThe Best Reveals From The Game Awards 2023 Share SubtitlesOffEnglishThe Best Reveals From The Game Awards 2023Walmart, Target, and Best Buy had each announced plans to begin selling Switch 2 preorders at midnight on April 24, just a month and change before the June 5 launch of the $450 console. Fans eagerly refreshed the landing pages for Nintendo’s hotly anticipated console, including its $500 Mario Kart World bundle. Things immediately went off the rails. Walmart shoved everyone into an invisible queue with the ominous and equally vague warning: “This deal is almost gone. This item is likely to sell out, but you can stay in line and we’ll let you know if any are available when it’s your turn.” No information about where exactly in line people were or how they’d be notified if their turn to preorder arose. A prompt to verify that you were human and not a scalper bot required holding down the cursor to fill up a meter only for the page to get caught in an endless refresh loop. Then there was Best Buy. The Geek Squad didn’t even put Switch 2 preorders live at midnight as previously promised. They pages simply said “coming soon.” Were they already sold out? Broken? Who knew. So everyone went to Target instead which made it easy to add a Switch 2 preorder to a shopping cart and appear to check out. That’s when the website started breaking. It told fans to check for errors in their cart but didn’t list any. Clicking the order button just refreshed the page, except that some people randomly started getting notifications that that their preorder had been secured only for follow-up emails moments later telling them that it had been canceled. Some people, including yours truly, managed to eventually get a preorder that appeared to stick just by continuously clicking the order button despite nothing actually changing on the web page.Screenshot: Target / KotakuScreenshot: Bluesky / KotakuScreenshot: Bluesky / KotakuBest Buy preorders did eventually go live for the Switch 2 at 12:29 a.m. ET (thanks Wario64) and shoppers there were thrown into a digital queue that, for me at least, hasn’t updated in over 25 minutes. “You’re in line! Wait times can take up to a few minutes or longer, based on product demand. Next we’ll verify your account and check available inventory.” Cool!It comes as no surprise that Switch 2 preorders are in high demand. Nintendo apologized on Wednesday for not having enough stock to fulfill all of the desired preorders through its My Nintendo lottery in Japan after the more than 2.2 million requests the company received “exceeded” its expectations. Some analysts are now predicting the company could sell an unprecedented 20 million units in the Switch 2's first year, if the Mario maker could somehow manage to manufacture that many.But there’s no reason the process has to be such a mess. It’s 2025 and over five years after the PlayStation 5 and Xbox Series X/S preordering debacles, not much has changed. Online retailer storefronts are still held together by duct tape with no improvements around the most basic things like telling people ahead of time exactly how the online preorder shopping experience will unfold or queuing people to sort them all out instead of having millions of ISPs suddenly bum rush your servers at midnight. Of course, there will always be winners and losers in the race to snag the hot new thing before everyone else, and it remains to be seen just how many people who wanted to secure a Switch 2 early came up empty tonight. GameStop’s preorders don’t go live until 11:00 a.m. ET on April 24, with separate, in-person inventory gated behind individual store openings. Other online retailers will possibly release additional waves of preorder inventory in the weeks ahead as well, and those looking to buy direct from Nintendo still have until May 8 to find out if they were selected or not. But for now it’s safe to say that Switch 2 preorders have, so far at least, gone about as badly as anyone could have predicted. I’m beginning to get the sneaking suspicion that Nintendo’s new console might end up being pretty hard to get, and may potentially stay that way through the end-of-year holiday rush. And it hasn’t even officially revealed a new 3D Mario or Zelda yet. .0 Комментарии 0 Поделились 30 Просмотры
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UNITY.COMGet hundreds of tips from new Unity 6 optimization guides for console, PC, mobile, web, and XRBack in 2021, I started to write a blog post on performance optimization tips. As I did research for it, with help from an expert team of Unity support engineers (who assist both small and large game studios), it became clear that a single blog post wouldn’t suffice. Instead, we ended up creating two optimization e-books, both close to 80 pages: One for mobile games, and one for PC and consoles.I'm excited to announce the third edition of these two e-books, now updated for Unity 6. As with previous editions, the two guides consolidate valuable knowledge and advice from Unity engineers who have collaborated with developers across the industry to help them create exceptional games. The new editions include tips on how to use Unity 6 features to enhance your performance toolkit, and platform-specific advice for developers working on web and XR games.The idea with the very first edition was to share a list of actionable tips and advice on how you can optimize your game to run smoothly on as many devices as possible while providing players with the best experience. Since then, we received even more tips from both the community and original contributors.While the process of identifying performance bottlenecks is very similar across all platforms and a lot of the general recommendations also apply for all platforms, there are also some key differences in approaches, project scope and choice of rendering and asset pipeline.Let’s take a brief look at what’s new in each e-book, as well as recently published video tutorials on the Unity Profiler, one of the most important tool sets you’ll use for optimizing the performance of your Unity projects.In the latest edition of this e-book, we've expanded the scope from focusing on mobile to also include XR and web-specific tips. This includes advice on input handling in XR, leveraging the WebAssembly 2023 feature set for better performance, and using tools like Chrome DevTools for profiling Unity Web builds.This guide also mainly focuses on projects using the Universal Render Pipeline (URP) where our PC/console guide is dedicated mainly to providing tips for projects based on the High Definition Render Pipeline (HDRP). In total, you will find around 100 pages of tips that will be useful to both new and experienced mobile game developers.To accompany this e-book, we also created an in-depth, 40-minute video tutorial that covers key techniques to enhance your game’s performance and ensure a smooth experience for every player. In the tutorial, we demonstrate how to profile a non-optimized VR game built in Unity 6 using URP and the XR Interaction Toolkit. We identify bottlenecks and then address the issues using a selection of tips from the e-books. The idea is to provide you with a practical example showing one of the many ways to improve performance using the techniques covered in the e-book.Our PC and console optimization guide shares many tips and tricks with the mobile, VR, and web guide. However, in this guide, you will find more specific information about HDRP, and we dive into the complexities that come with optimizing large-scale projects, from assets to code architecture and rendering. In the new edition, we added several more general tips, but we also provide an overview of some of the new Unity 6-specific optimization features you can consider leveraging, such as Adaptive Probe Volumes, GPU Resident Drawer for managing draw calls, and GPU Occlusion Culling, which pushes the occlusion calculations to the GPU.We hope you find these updated optimization e-books helpful in your day-to-day work!You can find more updated guides and sample projects on the Unity 6 Resources Hub, the how-to best practices hub, or the Advanced best practice guides on Unity Docs.To wrap things up, I want to highlight three video tutorials we recently launched. These resources might be helpful if you're new to Unity or simply need a refresher on the suite of profiling tools available. The Unity Profiler is where you want to kick off your optimization process and will likely spend most of your time. It measures the performance of the Unity Editor, your application in Play mode, and connects to the device running your application in Development mode. As the name implies, the Unity Memory Profiler provides insights into memory performance, helping you identify where you can reduce memory usage in various parts of your project and within the Editor. It allows you to test against hardware memory constraints and enhance CPU/GPU performance by strategically managing memory usage.Finally we have a tutorial for the Profile Analyzer, which aggregates and visualizes both frame and marker data from a set of Unity Profiler frames to help you examine their behavior over many frames (complementing the single-frame analysis already available in the Unity Profiler). It also allows you to compare two profiling datasets to determine how your changes impact the application’s performance.I hope our new optimization e-books and additional profiling resources help you develop your multiplatform games as efficiently as possible with Unity 6.0 Комментарии 0 Поделились 27 Просмотры
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TECHCRUNCH.COMThis tool estimates how much electricity your chatbot messages consumeEver wonder how much electricity you’re using when you prompt, or thank, an AI model? Hugging Face engineer Julien Delavande did, so he built a tool to help arrive at the answer. AI models consume energy each time they’re run. They’re run on GPUs and specialized chips that need a lot of power to carry out the associated computational workloads at scale. It’s not easy to pin down model power consumption, but it’s widely expected that growing usage of AI technologies will drive electricity needs to new heights in the next couple of years. The demand for more power to fuel AI has led some companies to pursue environmentally unfriendly strategies. Tools like Delavande’s aim to bring attention to this, and perhaps give some AI users pause. “Even small energy savings can scale up across millions of queries — model choice or output length can lead to major environmental impact,” Delavande and the tool’s other creators wrote in a statement. Delavande’s tool is designed to work with Chat UI, an open-source front-end for models like Meta’s Llama 3.3 70B and Google’s Gemma 3. The tool estimates the energy consumption of messages sent to and from a model in real time, reporting consumption in Watt-hours or Joules. It also compares model energy usage to that of common household appliances, like microwaves and LEDs. According to the tool, asking Llama 3.3 70B to write a typical email uses approximately 0.1841 Watt-hours — equivalent to running a microwave for 0.12 seconds or using a toaster for 0.02 seconds. It’s worth remembering that the tool’s estimates are only that — estimates. Delavande makes no claim that they’re incredibly precise. Still, they serve as a reminder that everything — chatbots included — has a cost. “With projects like the AI energy score and broader research on AI’s energy footprint, we’re pushing for transparency in the open source community. One day, energy usage could be as visible as nutrition labels on food!” Delavande and his co-creators wrote.0 Комментарии 0 Поделились 26 Просмотры
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WWW.USINE-DIGITALE.FRTesla teste un service de taxis autonomes à Austin et San FranciscoTesla a commencé à tester ses taxis robots à Austin (Texas) et dans l'aire urbaine de San Francisco (Californie). “Le service de taxi supervisé...0 Комментарии 0 Поделились 28 Просмотры
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WWW.SKYNEWSARABIA.COMدراسة تربط الصداع النصفي لدى النساء بعدم العناية بالأسنانYou reached this page when trying to access https://www.skynewsarabia.com/technology/1791763-%D8%AF%D8%B1%D8%A7%D8%B3%D8%A9-%D8%AA%D8%B1%D8%A8%D8%B7-%D8%A7%D9%84%D8%B5%D8%AF%D8%A7%D8%B9-%D8%A7%D9%84%D9%86%D8%B5%D9%81%D9%8A-%D8%A7%D9%84%D9%86%D8%B3%D8%A7%D8%A1-%D8%A8%D8%B9%D8%AF%D9%85-%D8%A7%D9%84%D8%B9%D9%86%D8%A7%D9%8A%D8%A9-%D8%A8%D8%A7%D9%84%D8%A7%D9%94%D8%B3%D9%86%D8%A7%D9%86 from 129.151.253.140 on April 24 2025, 11:09:09 UTC0 Комментарии 0 Поделились 28 Просмотры
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WWW.YOUTUBE.COMOpenAI’s ChatGPT o3 - Pushing Humanity Forward!OpenAI’s ChatGPT o3 - Pushing Humanity Forward!0 Комментарии 0 Поделились 25 Просмотры