23 May, 2019

Free Fire 1.27.0 APK With OBB

Free Fire 1.27.0 Latest Version APK With OBB


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How To Install without Garena Free Fire 1.27.0 APK + OBB  Errors and Problems


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🌹 Please use IDM (Internet Download Manager) to download the files without any error. 

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1- Garena Free Fire 1.27.0 APK + OBB :-
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Please Install "7-zip and WINRAR" to extract the files.

πŸ’˜ Download Winrar :-
🌹  (32bit PC)
🌹  (64bit PC)

πŸ’˜ Visual C++ Redistributable 2012 :-
🌹 Download

If your PC has no net framework then, you can
download net framework from here :-

πŸ’˜ net framework 4.6
🌹 Download

πŸ’˜ IMPORTANT πŸ’˜:-
🌹 ALWAYS DISABLE YOUR ANTIVIRUS BEFORE EXTRACTING THE FILES.
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AI Versus Environmental Interactivity In Gaming (Monday Musings 70)

Horizon: Zero Dawn's Thunderjaw
Both Breath of the Wild and Red Dead Redemption 2 have received universal critical acclaim, with environmental interactivity being one of the highlights, so it appears that a trend is for video games to emphasize physics.

One such example that my friend mentioned is that in Breath of the Wild, when you're in the lava area and drop a piece of raw meat, it falls to the floor cooked and then burnt. 

I was hoping, however, that developers will move more toward advanced enemy intelligence so that when you're fighting a trash mob or a boss, they respond to where you are and your attack patterns, so it actually feels like you're attacking a real monster.

For instance, even with my favorite game, Dark Souls, the bosses' attack patterns are very stylized, so even as you move behind the boss to whack it, he or she would attack in front, grasping at air, which is not realistic.

I think that's why I was so impressed with Horizon: Zero Dawn's machine design where they actually see what you're doing. I placed a trap, and the Watcher, noticing it, actually jumped over it. 

I was going to do the usual strategy of Dark Souls and attack the Thunderjaw behind him when he was shooting lasers at me when I was facing him. My thinking is that if I run behind him, he'd continue to shoot lasers in front of him, like the typical Dark Souls boss. However, since he saw me make a mad dash behind him,  he stomped me with his hind legs, turned around to face me, and started shooting his lasers at me.

For me, interacting with the environment is really cool in-game, but I can do a lot of these things in the real world (i.e. pushing benches, picking flowers), so it's not that exciting to push objects around in-game.

However, in real life, I'd never be in a situation where I have to fight soldiers, monsters, and other enemies, which is why I enjoy video games, to experience things that I'd never experience in real life. To be transported to another world, and face these awe-inspiring enemies.

Therefore, I'm hoping that if developers have to chose between environmental interactivity versus enemies that respond realistically to your attacks, I hope they'd work toward the latter so battles will feel more real, visceral, and get my heart pumping.

I'm not sure what is harder to code, but it appears due to limitations of budget and computing power, a given developer will have to emphasize one aspect over the other.

What do you prefer? The intricate, extremely detailed physics of a Breath of the Wild or Red Dead Redemption 2, or fighting extremely intelligent enemies of the likes of Horizon: Zero Dawn?

The How of Happiness Review

Nvidia Teases Something 'Super' For GeForce Graphics Cards - Ars Technica

Nvidia teases something 'super' for GeForce graphics cards

People Of Frictional: Max Lidbeck

WHO AM I


I'm Max, and I do gameplay programming and design. I joined Frictional about a year and a half ago, and I've been working on one of our super secret projects since.

Yours truly.

For the first nine months or so I, like everyone else, worked from home. Last summer we got an office set up in the heart of MalmΓΆ. Since then the amount of days I spend working from home has reduced greatly, though I still do it from time to time.


Setup at home and at work.


These are my two workspaces, the first one in the office and the other one at home (which is rather bare bones right now, moved in just a couple of days ago!). They're quite similar; both the computers and the chairs are the same kind. I wanted to be even more consistent and get the same type of desk as the office one at home, a decision that was ultimately overruled by my better half (apparently it doesn't go with the rest of the decor).

BACKGROUND


Games have always been a big part of my life. Most of my time growing up was spent either playing games or talking about games. But, for quite a while, my family didn't have a PC. Which meant I was stuck playing all sorts of old, weird games on rapidly aging Apple computers. One of my earliest gaming memories consist of repeatedly failing at air-hockey, losing to a hideous pig-man in Shufflepuck Cafe on my dad's old Macintosh.



Eventually I scraped together enough money to put together my first PC, in front of which I would stay rooted for the following years. In addition to playing, I spent a lot of time creating custom content for games with my friends. It was always quite basic though, as I hadn't learned any programming yet.

For a year or so I studied film and media studies at the university, with a diffuse goal of wanting to work in games down the line. One night my girlfriend gave me a push, and I applied for a three-year game development program at Blekinge Institute of Technology (BTH).

My years at BTH were a mixed bag. On one hand, we had a lot of freedom and got to work on tons of small projects, which was very fun and super rewarding. On the other hand, some courses felt like they were only marginally related to game development. Working on side-projects during your spare time was crucial. I got through it all by finding a good group of like-minded students that I stuck to for the entirety of the education. Our final project was a side-scrolling adventure game called Far Away - you can watch the trailer for it on Youtube.



Perfectly in sync with graduating, I stumbled across a job opening at Frictional and sent in an application. Over the following weeks I answered some additional questions, did a work test and finally had an interview. A couple of days before I would hear from Frictional, I got a job offer from another company in software development. I clumsily explained to them I was waiting on another offer and asked for a few more days. Finally, I got an email from Fredrik and Thomas offering me the job. It was a no-brainer, and I happily accepted.

WHAT I DO


My first few weeks at the company consisted of completing a list of introductory tasks, to learn more about the tools and the engine. This was a lot of fun, and culminated in the creation of a silly mini-game where I got to put everything I had learned to the test.

After I had completed the introductory tasks I got to work on Safe Mode for SOMA, which was something I was really excited about -- contributing to a game I truly thought was great. From the get-go, we felt it was important to maintain the monsters' threatening presence in order for their new behaviours to gel with the overall tone of the game. We couldn't just disable their ability to harm you; doing this would end up breaking immersion (imagine repeatedly throwing a toolbox in Akers' face and him just standing there, taking it). Instead, we tried to focus on how to best tweak each monster's behaviour in a manner that suited that particular encounter. For instance, some might eerily walk up to you and size you up, and can even bluff charge you if you've strayed too close. To further enforce the behaviours fitting with the world, we decided that if you were to actively mess with monsters (like invading their personal space for too long, hurling trash at them and so on), they should still be able to hurt you, just not kill you. Overall it was a very worthwhile experience, and I'm quite happy with how it all turned out.

Now I'm working on one of our secret projects. As the gameplay programmer/designer workflow has already been described in previous posts I won't go into detail, but my days in general are spent designing and scripting events and scenes, as well as programming gameplay systems.

THE OFFICE


Additionally, I thought I'd talk a bit about the differences in working from home compared to working in the office. We're also gonna do a proper office tour later on, so stay tuned!

This is where the magic happens.

This is our office! Currently, we're around seven people occupying this space, probably with more to come. It's quite seldom all of us are here at once though, but there are usually a few people around. And on the off chance that you're here by yourself one day, fear not; there's always the noisy, seemingly stiletto heel-wearing, tap-dancing travel agency crew upstairs to keep you company (seriously).

So, it really isn't all that crowded here. But, seeing as most of us don't work from the office, we often have meetings over Slack. It can easily get annoying for your desk-mates if you keep babbling on and on in various meetings throughout the day, which is why we've set up a separate meeting room. It also moonlights as a test room, complete with a TV, some dev kits and a monster webcam.



The fact that the company is split into people working from home and people working in the office could potentially lead to complications, such as communication issues. In order to prevent this we've made sure that all important decisions and discussions still happen over Slack, to keep everyone in the loop. So far this policy has worked well, and the transition has been quite smooth.

In the end, a typical day of work in the office is very similar to one at home. There is of course the added social aspect of working in the same physical space as you colleagues, which is great, but if you one morning feel like you'd rather stay at home and work, you can. Having this option every day really is quite luxurious.

Other than this, and the requirement to wear pants, the routines of working in the office and and working from home differ very little.

Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!

MARCH 25Th DreamForge Grav-StuG Kickstarter!







We have a date! I hope to see you there....







Even if this is not something that you can manage at the moment or if you simply are not interested in this particular kit, if you know someone who might be... give them a heads up!

Thank you!
Mark

Coordinate Transforms, Again

Back in 2015, I had attempted to explain coordinate transforms in terms of matrices. In 2016, I started over, trying to focus on coordinate transforms without matrices. That didn't work the way I wanted either, and I wrote a blog post about that, saying that I was going to focus on game cameras. I started that, but lost motivation. The last line of that blog post is: Well, I failed. I lost motivation to work on this so I've put it on hold … again. I think I may take a long break from tutorials.

I did take a long break. I joined a game company as a consultant, mentored people making interactive articles, improved my existing pages, and also worked on lots of other things (2017, 2018). I'm reasonably happy with how things went. I've continued doing these things, but my attempts at making new tutorials have failed. Several times I tried to make a tutorial about differential heuristics for A*, but lost motivation. I tried to make a tutorial about common heuristics for A*, but lost motivation. In both those cases, I realized that it's hard to write a tutorial when I don't really understand the topic nearly as well as I thought I did. I also run into scope creep: I start with an idea but keep adding more topics to the page faster than I can actually write them.

I don't know where that leaves me. Will I ever write a comprehensive tutorial again? I don't know.

For the past few weeks I've been revisiting coordinate transforms. What am I doing differently this time? I'm keeping the scope small. Instead of all topics related to coordinate transforms, I've picked a style of game and limiting myself to the transforms that make sense for that style of game. All other topics I can tackle later.

Here's the rough outline:

  1. Show a side scrolling game with some cool camera effects.
  2. Introduce world coordinates vs screen coordinates.
  3. Solve the problem of scrolling: subtract an offset.
  4. Introduce transforms. (may need to be later)
  5. Introduce inverse transforms, for mouse clicks. (may need to be later)
  6. Introduce cameras. More complicated than offsets, but can do more.
  7. Show some cool effects with cameras. (may need to be earlier)
  8. Introduce chaining transforms.
  9. Show some cool effects with chaining.
  10. Demo showing all concepts together.

In parallel with implementing the interactive diagrams, I'm working on the narrative structure. The standard textbook style is to start with definitions and then give examples. I think that can be unmotivating. But it's also hard to talk about an example without knowing what the concept is. I'm still trying to figure out how to best arrange these sections. This part is often harder than implementing the diagrams.

If this page works, I can then add another style of game to introduce vertical scrolling, and then another style of game to introduce rotation or zooming. With enough examples, I think I'll understand the topic well enough to be able to write a reference that covers translate, scale, rotate, skew, etc. But even if I don't get that far, the first page can be useful on its own.

The "first page can be useful on its own" also served me well for the A* page and the hexagon page. The A* page was originally intended to be one part of a much longer series about pathfinding. The hexagon page was originally intended to be one part of a set of pages that covers all grid types. Those pages became useful on their own, and I haven't written the rest.

21 May, 2019

663027 is your Facebook account recovery code

 
  Hi Jay, We received a request to reset your Facebook password. Enter the following password reset code: 663027 Alternatively, you can directly change your password.   Change Password   Didn't request this change? If you didn't request a new password, let us know .  
   
 
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