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First Batman Arkham Knight DLC launches on 14th July

6th July 201520th July 2015 Warner Bros and Rocksteady will bring Batgirl to the Bat-family on 14th July in the first DLC for Arkham Knight.
Set before Arkham Asylum and before Batgirl/Barbara Gordon becomes Oracle after being shot by the Joker, the DLC.

Entitled Batgirl : A Matter of Family

will allow players to take on the role of Batgirl for the first time in the Batman: Arkham franchise.

The DLC features an all-new location with multiple missions

side quests and secrets; a new hacking feature to progress through the world and solve puzzles; and Dual Play functionality with Robin for dynamic take-down manoeuvres.
Batgirl : A Matter of Family will be available 14th July for fans who have purchased the Batman: Arkham Knight Season Pass or it can be purchased separately on 21st July for £5.79 on PSN and Xbox LIVE.
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Celebrating AVICII’s music on his Birthday.
Jamie England 0 Review: WRC 9.
Hard right, .

Done right         Xbox One Review

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Steep – Season Pass Trailer.
2nd December 20162nd December 2016 Ubisoft explains the season pass content for their new snow sports open world game, Steep, in this latest trailer.
New costumes, challenges and helicopter tickets will be available as part of the pass to take you deeper into the snowy world of Steep.

Steep is available today (2nd December) on PS4

Xbox One and PC.
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Fast forward to adulthood and Aloy is ready to go it alone

Review: Horizon Zero Dawn .
26th March 201721st April 2017 David Neilson Horizon Zero Dawn is easily one of the most graphically impressive games I have ever seen.

It is hard to talk about Horizon Zero Dawn and not to start with the graphics

Coming from Guerrilla Games the looks should come as no surprise but they don’t always back up their games with gameplay to match.
Thankfully this time they have a fine game to go along with those fine visuals.
Set in the distant future, .

Horizon Zero Dawn sees the human race on the brink of extinction

Humans are no longer the dominant species on the planet and they have gone back to medieval like times.
In stark contrast to the state of the human race are the machine s that dominate the planet.
The machines are animal based and they rule the planet now.
Think National Geographic ’s wildlife department does Terminator – robotic animals take over the world.

These machines are the star of the show in Horizon Zero Dawn

There is a wide variety of species from small to large and for the most part they are based on a real animals or prehistoric creatures.
They are incredibly detailed and behave like their animal counter-part would.
You will find cattle grazing, crocodiles swimming in the rivers and birds perched up high.
They all share one common characteristic though – they are all more than happy to terminate any human that crosses their path.
And they are all more than capable of doing so with ease.
The player control s Aloy, a Lara Croft for the future.

Things start with Aloy as a baby and we see her being cast out from the tribe

She has an adoptive father who teaches her and the player, the skills needed to survive out in the wild.

Aloy is a quick learner and after stumbling across a nifty bit of tech

she is able to teach her teacher a thing or two.
Fast forward to adulthood and Aloy is ready to go it alone.
She has a burning desire to know who her mother is and why she is an outcast.
As the story progresses, dealing with the threat to the human race and learning how humans ended up in such a position become equally as important to her.
The game follows the classic open world formula and a lot of it will be overly familiar but done with the Horizon Zero Dawn twist.
For instance, the concept of radio towers or viewpoints to expose other areas of the map and item locations is present but this time you’ll need to climb a giant robotic giraffe like creature.
There are only a few of these creatures but you cannot help by be impressed by each one.
The sheer size is jaw dropping and then you remember you have to get up to the top.
Somehoe.
Climbing up their legs is not an option so you’ll need to survey the area to work out how best to do so.

Aloy is a nimble girl and can climb and jump with ease

The view from the top is impressive and it is impossible not to take a moment to just take in your surroundings.

Aloy will have a story quest or two at any point to be getting on with

Exploring and coming across settlements will lead to many side quests.
Thankfully these do mostly have a little more substance than fetch and retrieve style quests.
Nothing ground breaking but you don’t often get the feeling you are just an errand girl.
There will be people outside of settlements that you will stumble across that need your help and you can spend a lot of time not actually progressing the story.
There are many treasures to track down and a lot of them will be diaries from just before or just after machines arrived with their devastation.
The best ones are the visual items that overlay an image of what the area looked like back in our time.
This is well done and helps appreciate the attention that has gone into the environment.
A lot of the time you will be out in grassy plain or a desert area or climbing a snow covered peak but every now and then you get a glimpse of past civilisation.
A rusted car frame or a bus.
Look closer and you can see a road sign and bits of the road itself.
That rusted frame behind you that you barely looked at was actually a sports stadium.
It is impressive and the sparseness of these items helps enforce just how far away things are from civilisation as we know it now.
In trekking about, .

Aloy will encounter all of the machines inhabiting the planet

It is hard not to refer to them as animals as they are that convincing.

Aloy is initially armed with a bow and arrow and spear

The lack of a machine gun or rocket launcher should tell you instantly that a head on battle is not always advisable.
Stealth is crucial to survival and victory.
There is one species of animal who would prefer to graze and is easily spooked but the rest will attack as soon as they spot you.
Catch a glimpse and they will look for you.
If you hide long enough they will lose interest but if you are spotted then the battles starts.
The machines are never on their own and their friends come to see what is going on.
And sometimes another species nearby can come to join the party too.
I like the attention to detail in the machines.
Little touches like a limp when the machine is injured and not moving so well are things I always appreciate.
As a child, Aloy found a device known as focus.
This allows her to scan the area and the machines to learn about their weak spots.
This knowledge is crucial to dealing with the threat effectively.
Hiding in the long grass you find yourself planning you attack.
I certainly felt like I was a hunter stalking my prey and essentially that is what you are doing.
Knowing what you are up against allows you to plan your attack but sometimes it is better to just slip through unnoticed.
There are a variety of weapons on hand and a variety of ammo.
Trading machine parts and general odds and ends you find with vendors opens up more weapons to play with.
There are different classes of weapons and ammo which will be suited to different machines and for the bigger machines, chances are you’ll need everything you can get your hands on.
The bow and arrow can come with normal arrows, precision arrows, fire arrows and explosive arrows.
The explosive types are a good starting point.
The machines tend to be armoured and a nice little explosion can be all that is needed to weaken those defences.
When it comes to tackling the big beasts, then weaponry is also a concern.
Some of these creatures are like tanks and have the fire power to match.
But you can remove these weapons to lessen the threat and also turn the tables in your favour.
The sling can launch electric shock ammo or freeze bombs.
These stun the beasts giving you a moment to catch your breath.
The rope weapon allows you to pin a beast down leaving them at your mercy but you’re going to need a lot of rope.
My favourite is the trip wire.
Blast or electric, I don’t mind but I do like to set these up to catch a beast unaware or even to just protect myself.
Aloy can whistle to attract attention or even throw a stone to divert attention.
The battles can be very varied and tactical.
It is rather satisfying to take down the beasts with a well-executed plan but things can so easily go pear shaped and you find yourself running for cover.
You can lay traps to slow down a pursuer but if all else fails then whip out your spear to dish out a good lashing.
There is a skills tree for spending points when you level up.
This will increase your abilities and you can even ride one of the steed type machines.
The best power to find though comes from exploring the areas where these machines are being made.
Conquer one of these areas and you obtain the ability to override the machines and make them friendly.
This means you can sit back and watch the carnage unfold as your friendly machine takes on the hostile machines.
Machines are not your only enemy.
Even on the brink of extinction, the human race can still be a threat to each other.
There are a few bandit camps scattered about and you can eradicate the threat and convert the camp to be a friendly place.
These get tougher as the game goes on but the same weapons are as effective against a human as they are a machine.
Stealth is just as crucial here though, if the bandits raise the alarm then their numbers increase somewhat so best taking them out one by one on the quiet.
As with all open world games, repetition can creep in but I never found this to be an issue until closer to the end when I was just fighting huge beasts a bit too often for my liking.
The final quests are rather spectacular though which is fitting for a game as impressive looking.
I enjoyed this game a lot more than I expected and enough to go and obtain that shiny platinum trophy.
The machines are so well done and the battles with them are more tactical and varied than I expected.
Even by the end, the bigger machines held the same fear as the moment I first laid eyes on them.
Shame you have to kill them all but it is them or us.
It’s open season on planet earth, time to go hunting.
Horizon Zero Dawn.
Overall.
9.5/10 Pros.
Great story.
Looks amazing.
Cons.
Repetition can set in late in the game.
Mario Run finally sprints on to Android Destiny 2 officially announced.
0 Nintendo announce Super Mario 3D All-Stars package for Switch.
Out September 18th for a limited time.
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Sunday, September 6, 2020 News.

Flight Sim World is gearing up to be the next generation in flight simulators

3rd May 2017 Dovetail Games

the multi award-winning simulation developer and publisher today announced that its much anticipated flight simulator, Flight Sim World, will be released into Steam’s Early Access program in the coming weeks.
Based on benchmark flight simulation technology, .

Flight Sim World will provide players with an unprecedented level of realism and detail

Its officially licensed GA aircraft will be the most authentic and detailed in-sim representations on the market, faithfully replicating their real world counterparts, with every gauge and switch fully operational.
While most flight simulator franchises have fallen by the wayside, Dovetail are hopeful that utilising the current technology of modern PCs and the data they’ve gathered for authentic planes and maps, .

Flight Sim World will be a new standard in Flight Simulation games

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Necessary.

2009 • Posted in

Category: JavaScript.
Busy at , but it bears mentioning that.
The main new feature put a few gray hairs on my head: it will “optimize” certain animations to be GPU‐accelerated in capable browsers, .

Including MobileSafari on iPhone and iPad

that explains it in greater detail.
Feast on slides: , a talk I gave yesterday at.
(Travel can be fun, but you can’t beat conferences held where you live.).
Useful if you’re working on a website meant for mobile devices.
Firefox 3.5 has geolocation, but I use this with Safari and.
Replace with whatever latitude and longitude you prefer, naturally.
if (!(”geolocation” in navigator)) { navigator.geolocation = { watchPosition: function(success, f, options) { var broadcast = function() { var position = { coords: { latitude: 30.2696384, longitude: -97.74947, accuracy: 10000, }, timestamp: (new Date()).valueOf() }; success(position); }; broadcast(); window.setInterval(broadcast, 10000); } }; } Thomas Fuchs just pushed out the alpha 5 release of.

This is the first release to include the small handful of UI controls I’ve been writing

The controls are designed to be compatible with  — meaning that, for instance, a theme built with could be dropped into a site using scripty2, and vice‐versa.
More to come.
6 The “Configurable” pattern.
September 12, 2009 • Posted in , If you don’t know about Raphaël, you’d better ask somebody.
It provides a vector drawing API that works in all major browsers (by abstracting between SVG and VML).

I’ve been working on a JavaScript charting library called Krang

Krang is designed to take a data set and produce any chart 5 Deep-extending objects in JavaScript.
August 28, 2009 • Posted in , Today I’m going to be talking about Object.extend without much introduction or context.
Bear with me.
This is a prerequisite blog post for something I’ll be talking about in a few days.

1 Panel audio from The Ajax Experience

August 25, 2009 • Posted in I just discovered the existence of audio (and slides) for two of the sessions I was involved with at The Ajax Experience 2008, held in Boston last September.
Which is to say: I knew that audio existed, but didn’t know it was yet available anywhere.
The first was PPK’s main‐hall InfoQ posted a “virtual panel” in which framework authors answer questions about HTML5.
Thomas Fuchs and I, among others, answer questions about how (if?) HTML5 will make our lives easier, .

And what more we want out of JavaScript in the future

13 Dean Edwards explains how the standard “callback” pattern in JavaScript is too brittle for something like a “DOM ready” event.

Prototype appears to be the one major library that handles this “correctly.” WIN

That SXSW panel I was on the other day (I am

um, awful at self‐promotion, even on my own blog) has already been released via podcast, to my own astonishment.
John Resig‘s got the slides, so as soon as he posts them I’m sure we’ll find a way to synchronize them to this audio.
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2014 at 11:04 pm Some thoughts on the subject

Mostly geometry.
I want to write about this subject because it seems very reasonable that JavaScript based multiplayer browser games will become a very big deal in the near future.
Now that most browsers support ,  and , it is possible to build efficient games in JavaScript with graphical performance comparable to native applications.
And with of and it is possible to get fast realtime networked communication between multiple users.
And finally with  , it is possible to run a persistent distributed server for your game while keeping everything in the same programming language.
Creating a networked multiplayer game is a much harder task than writing a single player or a multiplayer game.
In essence, multiplayer networked games are  , and almost everything about distributed computing is more difficult and painful than working in a single computer (though ).
Deployment, administration, debugging, and testing are all substantially complicated when done across a network, making the basic workflow more complex and laborious.
There are also conceptually new sorts of problems which are unique to distributed systems, like security and replication, which one never encounters in the single computer world.
One thing which I deliberately want to avoid discussing in this post is the choice of networking library.
It seems that many posts on game networking become mired in details like  , choosing between vs , etc.
On the one hand these issues are crucially important, in the same way that the programming language you choose affects your productivity and the performance of your code.
But on the other hand, the nature of these abstractions is that they only shift the constants involved without changing the underlying problem.
For example,.
In a similar vein, the C programming language gives better realtime performance than a garbage collected language at the expense of forcing the programmer to explicitly free all used memory.

However whether one chooses to work in C or Java or use UDP instead of TCP

the problems that need to be solved are essentially the same.
So to avoid getting bogged down we won’t worry about the particulars of the communication layer, leaving that choice up to the reader.
Instead.

We will model the performance of our communication channels Similarly

I am not going to spend much time in this series talking about.
Unlike the choice of communication library though, security is much less easily written off.
So I will say a few words about it before moving on.
In the context of games, the main security concern is to.
At a high level, there are three ways players cheat in a networked game: : Which use bugs in the game logic to directly manipulate the state for the player’s advantage.
(eg.
, , etc.).

: Which snoops on parts of the state that should not be visible to the player

(eg.
, , etc.).
: Which uses scripts/helper programs to enhance player performance and repeat trivial tasks.
(eg.
, , etc.).
Preventing exploits is generally as “simple” as not writing any bugs.
Beyond generally applying good software development practices, there is really no way to completely rule them out.
While exploits tend to be fairly rare, they.
So it is often critical to support good development practices with monitoring systems allowing human administrators to identify and stop exploits before they can cause major damage.
Finally, preventing automation is the hardest security problem of all.
For totally automated systems, one can use techniques like or human administration to try to discover which players are actually robots.
However players which use partial automation/augmentation (like aimbots) remain extremely difficult to detect.
In this situation, the only real technological option is to force users to install anti-cheating measures like DRM/spyware and audit the state of their computer for cheat programs.
, and because they ultimately must be run on the user’s machine they are vulnerable to tampering and thus have dubious effectiveness.
Now that we’ve established a boundary by defining what this series is not about it, we can move on to saying what it is actually about: namely.
The goal of replication is to ensure that all of the players in the game have a consistent model of the game state.
Replication is the absolute minimum problem which all networked games have to solve in order to be functional, and all other problems in networked games ultimately follow from it.
Solutions to the replication problem are usually classified into , and when applied to video games can be interpreted as follows: Active replication: Inputs from the players are sent to all players in the network, state is simulated deterministically and independently on each client (also called and ).
Passive replication: Inputs from the players (clients) are sent to a single machine (the server) and state updates are broadcast to all players.
(also called , , and ).
There are also a few intermediate types of replication like and replication, though we won’t discuss them until later.
Lamport, L.
(1978) “” Communications of the ACM It is fair to say that active replication is kind of an obvious idea, and was widely implemented in many of the earliest networked simulations.
Many classic video games like , .

Starcraft and  relied on active replication

One of the best writings on the topic from the video game perspective is M.
Terrano and P.

Bettner’s teardown of Age of Empire’s networking model: M

Terrano, P.
Bettner.

(2001) “” Gamasutra Desynchronization bugs are often very subtle

For example, different architectures and compilers may use different floating point rounding strategies resulting in divergent calculations for position updates.
Other common problems include incorrectly initialized data and differences in algorithms like random number generation.
Recovering from desynchronization is difficult.
A common strategy is to simply end the game if the players desynchronize.
Another solution would be to employ some distributed consensus algorithm, like or , though this could increase the overall latency.
Funkhouser, T.

(1995) “” Computer Graphics Today

it is fair to say that the client-server model has come to dominate in online gaming at all scales, including competitive real-time strategy games like , fast paced first person shooters like and even massively multiplayer games like World of Warcraft.
In the case of active replication, the latency is proportional to the.
This is minimized in the case where the graph is a (peer-to-peer) giving total latency of.
The bandwidth required by active replication over a peer-to-peer network is per client, since each client must broadcast to every other client, or total.
To analyze the performance of passive replication, let us designate player 0 as the server.
Then the latency of the network is at most twice the round trip time from the slowest player to the server.
This is latency is minimized by a with the server at the hub, giving a latency of.
The total bandwidth consumed is per client and for the server.
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6 Responses to Replication in networked games: Overview (Part 1)

February 10, 2014 at 7:57 am Although some of the subjects you skipped over lightly (NAT Traversal, etc) are still not entirely a solved problem in practice (depending on chosen framework/language) I agree that there are a huge quantity of articles already out there and it was a nice change to see you focus on the core of the subject.
The analytical approach is a breath of fresh air too.
The only note of contention I have with your conclusion is that you ignore what the design of the game requires – Some developers may not have the resources or business case to develop a client-server architecture (both remote or local).
Or maybe the design of the game allows for a more loosely synchronized state machine (Turn-based games).
I look forward to your upcoming articles – Something I’ve been personally looking into is how games like Battlefield 4 work so well under latency.
I suspect its a typical client-server event system with a very well done layer of local prediction and user feedback.
Reply.
nop February 18, 2014 at 11:04 pm Some thoughts on the subject.
For active replication it is enough to only send inputs from every player to every other player.
Every player will send and receive N * size_of_input data.
Regardless of world complexity.
For passive replication every player will only send size_of_input_data, but the server has to send out N * size_of_world_delta_update.
Which is MUCH bigger.
Since latency is at least partially affected by the size of data to be sent, passive replication is much less efficient for a big game world.
But of course other advantages can’t be denied.
Reply strichmond February 19, 2014 at 12:28 am In the real world Passive Replication is very workable if you apply some basic intelligence such as only sending updates to players if they can see the objects that need updating.
Its usually very cheap to do, .

Depending on the genre of game – Open world Vs

closed-corridor FPS.
Reply.
Adrian Myers May 29, 2014 at 7:47 pm To expand on strichmond’s reply, a server running a large game world will almost never send N responses for a given request, .

Especially in the case of an MMO

Say you have 3,000 people on a server, and a group of 20 players are fighting an outdoor boss.
One of the players casts an area-of-effect healing spell that hits all 20 players.
Say some of them have talents which share healing with people around them in addition to other secondary effects, potentially leading to hundreds of discrete updates which must be applied to 20 entities and then sent to those 20 players and anybody nearby.

This is a relatively expensive event in MMO terms

but it is completely unknown to the majority of the people playing the game, and the server doesn’t have to send this event to anybody out of range of that combat.
Instead, when players enter that area, they’ll simply be given up-to-date snapshots of the other players there (which are then updated as described above).
If the boss was killed, it simply won’t be around to send information about at all to new players walking through that area until it respawns.
The same is true for NPC AI.

Some things can actually be done the active/simulation way

like say a patrolling guard whose position is given as a function of time and a path just needs a moderately accurate clock update to work correctly (it won’t be to a player’s advantage to modify this information since the server will just ignore requests against a target if the positions don’t work out, and the player won’t see the monsters if they’re in aggro range and the server is about to have them attack, etc).
But if the monsters required active pathfinding, simple spatial partitioning and cell population tests allow the server to suspend updates unless there is anybody around to receive them, and then only send those updates to players in range.
For many reasons (security being one but others are just as important), this is easier (and possibly more efficient) to handle with sparse passive replication, and the size/bandwidth requirements of even very complex updates are quite manageable in practice.
It’s also helpful in practice to have such a system when it comes to resolving high player density in a given area.
If you play WoW, you see this in the first new zone for high level players in every expansion.
The size of the logical world that is visible to your player shrinks, and the tolerated latency before considering somebody disconnected increases, as the server adapts to handle congestion in these very dense areas.
This lowers the number of event side-effects that the server has to worry about, something which would be extremely difficult to manage in an active replication environment with no simple way to scale that number down without immediately desynchronizing hundreds of players or introducing so much latency players only make one request per second or something along those lines.
There is also no need for the AI clock to vary as described in the Age of Empires article (which was very interesting!).
which is good, because that’s a global (or at least per-thread) thing which shouldn’t adapt to one high-congestion area and the leave the rest of the game nearly unplayable as a result.
And that ignores another issue of active replication, which would be asking a client’s computer to run the game logic for pretty much the entire MMO while also rendering their part of it.
Yikes.
Reply nop August 24, 2015 at 2:46 pm I was mostly concerned about multiplayer shooters or other games that use smaller worlds, but still need to support a decent amount of players that can potentially meet each other within, say 10 seconds.
In this case, sparse replication won’t save much at all.
Running game logic is also a non-issue mostly, typical server is not much faster than typical client PC, 2-5 times at most, if client HW is really slow.
And the cost of simulating the world in many such games actually doesn’t add much to the cost of rendering the stuff on screen.
Main problem of this approach is consistency and security which should be resolved by using more careful programming of simulation logic and using server-side verification.
nop August 24, 2015 at 2:59 pm Or to sum this up, I assumed maps with decent detail but with limited amount of players, something a single server _or_ a single client can handle with relative ease.
Even if server still has to run the simulation for obvious reasons, bandwidth savings will be huge, latency smaller.
Reply.
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