![]() Ground motion procedures defined in “Method 2” (SectionĢ1.2.1.2) of the ASCE/SEI 7-10 and 7-16 standards. Probabilistic seismic hazard curves in accordance with the site-specific This web tool calculates risk-targeted ground motion values from Step-by-step instructions for ASCE/SEI 7-16 Standard.Step-by-step Instructions for AASHTO Guide Specifications.It saves all of this data in a convenient, standardized tmx format. It is versatile enough to allow specifying more abstract things such as collision areas, enemy spawn positions, or power-up positions. It functions as a free tool to allow the easy creation of map layouts. Documentation for all design code editions Tiled is a general purpose tile map editor.It is possible, but less convenient, to obtain seismic design parameter values directly from the Most users obtain seismic design parameter values from the USGS web services through third-party Third-party Graphical User Interfaces (GUIs) Which still provide seismic design paramter values from numerous design code editions, are: Plan your journeys in a car or on public transport taking current traffic conditions into account. Your options for using the replacement USGS web services, Yandex.Maps gives you access to maps of over 1800 cities and towns right in your pocket. That can be used through third-party tools. Seismic Design Maps web applications with web services ![]() This is a good place to start if new to Hammer or the Dota 2 Workshop Tools. This introductory tutorial is focused on creating a basic map using the Tile Editor within Hammer. Values and in accordance with design code procedures.ĭue to insufficient resources and the recent development of similar web tools by third parties, the Introduction to Hammer Hammer is the editor used to create maps for Dota 2. Then, the USGS calculates values of seismic design parameters based on USGS hazard The design codeĭevelopers first decide how USGS earthquake hazard information should be applied in design Other structures) to make seismic design parameter values available to engineers. The USGS collaborates with organizations that develop building codes (for buildings, bridges, and Tools available elsewhere on the USGS website. Parameter values they provide are not typically identical to those from hazard One map/level for mobile with 150 characters moving around (character prefab already exists, you don't have to create it, but maybe optimize it), targeting 60fps on a Snapdragon 835 in stereo mode (2 cameras, for Google Cardboard VR) (you don't have to implement the Google Cardboard VR).Engineers should typically use the tools below for seismic design the Maybe we could use Unity’s “AssetBundle”, or “Addressable Assets” for this? For example if an asset has 5 LOD, only 3 will be used on mobile, and all 5 LODs will be used on PC. ![]() Therefore it is recommended that high-resolution assets are selected by default, but only the lower-LOD versions of all assets will be used on mobile. You do not need to an expert coding, but it’s very likely you will have to make some changes to C# scripts.Īll the work must be done (for now) focused on mobile, but the maps and all objects will be also used on PC. If selected/bought assets don't have multiple LODs you will have to scale/create them.ģ) Create visibility zones (regions that we know we can completely and automatically hide when the player is outside its visibility zone).Ĥ) Creating an entire, large, open-world map based on specifications and play-ability rules.ĥ) Create and optimize lighting, effects, and post-processing.Ħ) Optimize characters (already exist, but they may require performance optimizations).ħ) Optimize vehicles (already exist, but they may require performance optimizations).Ĩ) Find, acquire, or create clothing items for o3n (UMA2) characters.ĩ) Test usability/play-ability of the game and “improve how it feels”. We are using either free or paid assets from Unity Asset Store or external sources.Ģ) Optimizing LOD. This means you will reuse/select/adapt/modify most objects to create maps, no need to create objects from scratch.ġ) Selecting assets: weapons, objects, buildings. You will be provided a basic working prototype of the game. We own many assets, one terrain generator (Gaia), some pre-built regions, and modular component sets, and some sample maps. Most objects will be far away, so this work requires a lot of attention to LOD and visibility zones. That is, we need a huge terrain (70 square km) with 150 characters and vehicles that can be played at high FPS on mobile. This project contains a lot of content, therefore “scalability” is very important. The project is a “realistic” open world first person shooter for mobile and PC. You will NOT be creating textures or 3D models from scratch.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |