Tuesday, January 22, 2013

How To Never Give Up : from "Becoming an Entrepreneur" BOOK


 Hello World !
Today I've take a look at FundersAndFounders, and in the Home page, I've found this Video !






This Video is about a project called [ "Becoming an Entrepreneur" Infographic Book ], this project is introduced byAnna Vital,

The idea is to make a book that contains interactive infographics to help someone to becoming an entrepreneur! Simple, Nice and Really Useful way to learn !Here an infographic intituled " How To Never Give Up " from this book




 Did you see ? this art is attractive, meaningful, and he replace lines and lines of text :) ...So ! if you need more about " Becoming an Entrepreneur ", just look for Anna's Book

I hope you enjoy !

Saturday, January 19, 2013

MEGA : the New MEGAUPLOAD



Hello World !
 
Great News today … 
Kim Dotcom launches a new Online storage service.





 On the one-year anniversary of Megaupload's takedown, Dotcom launche MEGA” ,  a new encrypted cloud storage service

 MEGA give 50GB for free, and for €9.99, €19.99 or €29.99, users can get 500GB, 2TB, and 4TB of cloud storage, niiiiiiiiiice ^^ …
Here The Cool* interface  of MEGA

To protect MEGA and all end users, all files are encrypted using a 2048-bit RSA key, a smart way to hide the content of files in the server ^^ …
* for mor information see this : “ THIS ^^

Friday, January 18, 2013

Start building apps & Games on Windows 8 & WP8 with Generationapp



Hello World!



As we know, 2012 was the BREAKING change year for Microsoft, It was WINDOWS reimagined J
now we have something called “WINRT”, another called “ Metro style OR Modern UI” we have the “Windows Store” and no more Start button, but “Start Screen”, We have SURFACE, now windows is on Tablet, “WINDOWS PHONE 8” is another great thing ,,, NFC, LENS, Warless charging ,,,, and and …
All this! is raised with Windows.
Heummm ! as developers we think : " A huge choice of technologies, we need to use them ! … But, where do i start? "
easy !
It’s something called “ Generationapp ”, a web site that allows you to choose one of these technologies Starting from scratch, and within “30 Days” your app will be ready…



How its work!


Every day you will receive an e-mail form Generationapp, this e-mail contains some instructions some useful links or some tips & trick, read everything and it takes you at least 1 hour/day,



At the end of the 30 days, your application will be ready at 100%,



Ah ! How to subscribe,,, easy, easy ,,, 



  1. Go to www.generationapp.com
  2. Click on “sign in “in the top right.
  3. choose what you want from the list
enjoy !

Thursday, January 17, 2013

Some Game Development Terms


Hello everyone,

as a first post, i think that something easy and useful is the best.

so i just bring this Terms used in game development from "
Ed Donahue's blog ".

Ah! By the way, Ed gives a super tutorial about :

    the basics of building games for Windows 8

Here some useful terms that every game developer need to know :) ...

AI: the logic that is used to determine the computer’s decision.

Assets: Including images, sound effects, fonts, 3D models and textures, these are any external pieces of content you’ll be importing into your game.

Collision Detection: Detecting an intersection between one or more objects in your game. Player & enemy, enemy & weapon, player & wall, etc. Boundary collision detection is done by putting a rectangle around game objects and checking if the rectangles intersect. This isn’t always exact due to different shaped objects in your game. Pixel perfect collision detection can make boundary collision detection more exact by checking the pixels involved in the rectangle intersection. This is an expensive operation for your game so don’t check more pixels than you have to!

Game Engine: An engine is a system designed to for the creation and development of games. An engine allows for reuse by letting the developer use different art and data sets. You can use a game engine that’s already available or build your own.

Game Loop: This is what makes your game run. The game loop run continuously, updating your game based on player input and drawing the changes to the display. If you use a game engine, the game loop might be provided for you. It consists of the core methods: load, initialize, update and draw. For more information check out Game Development 101: Part 2.

Game State: All the information that defines an object at a particular time. This covers everything from where an object is positioned to whether a gamepad button is being pressed. Often you’ll compare one state to another and take some action based on the result, such as firing a weapon when the space bar is pressed and released.

NPC: Non-Player Character. This is a character that is not controlled by the person playing the game. This often refers to character that the player talks to as part of the story in the game.

Player Input:
A game has to have a way to take player input. This can be from the keyboard, a game controller, mouse, pen, touch or even audio commands. If you port games from one platform to another, you may have to update how to accept player input based on hardware form factors.

Sounds: Of course you know what sounds are, but having sounds and audio are an important part of a game. Sound effects, background music, level music, battle music, etc. are all great ways to give the player a more immersive game experience.

Sprite: Several 2D graphics images of one object or character for each of it’s possible positions and states. The game engine displays the correct image based on the object’s or character’s position.

Texture:
Images that are loaded into your game. Textures are used for backgrounds, enemy images, bullet images, etc.

Vector: A vector is a set of two or more numbers, often used to indicate a position (on an imaginary grid) or a direction. A two-component vector can be used to for two-dimensional space: (x,y); a three-component vector can be used for three-dimensional space (x,y,z); and so on. You might use a vector to define the location of a character on screen and you would update the vector value to reflect movement.

Some other Links :

    http://opencontent.org/wiki/index.php?title=Glossary_of_Gaming_Terms
    [PDF]  http://pulsiphergames.com/glossaryforgamedesigners.pdf