The IdolM@ster kisscartoonのページ一覧

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Defining the "end user" RE ENGINE Programmer What are Technical Skills? ・Needs someone to help them to solve problems Consumes advanced users' time Technical Skill Level ・Ability to solve proble...

Follow-Up: RE ENGINE UX Overhaulの#P32

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Defining the "end user" About Support Costs Most users are end users ・Support Costs Consider technical skills and number of people Technical Skill Level ・Number of users and groupings Most end-...

Follow-Up: RE ENGINE UX Overhaulの#P33

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Introducing the REProfiler Profile tool directly connectable to packages • Real-time display of all scene hierarchies and all instance fields • Properties can be changed in real time • Resource, memo...

RE ENGINE's Past and Futureの#P29

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About the C# Scripting System First, let's talk a little about RE ENGINE's C# scripting system. 3 ©CAPCOM 4

C# 8.0 / .NET Support for Game Code, and the Futureの#P4

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About the Operating Environment for C# Scripts All game logic written in C# language No title-specific C++ code, no unsafe code allowed • • Crash: Basically, if it happens, the cause is on the engine...

C# 8.0 / .NET Support for Game Code, and the Futureの#P5

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About the C# Scripting System Reference materials [CEDEC2016] ラピッドイテレーションを実現するゲームエンジンの設計 [CAPCOM RE:2019] Architecture of RE ENGINE : Creating an All-Purpose Engine REVM has...

C# 8.0 / .NET Support for Game Code, and the Futureの#P7

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About the Future Plans to move to C#11/.NET 7, currently the latest version, by the end of this fiscal year C#9.0 Reduction of boiler plate code with record types global using, file scope namespace...

C# 8.0 / .NET Support for Game Code, and the Futureの#P30

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Addressing the Invisible Normals Problem Invisible normals form as a result of shaders • Primarily caused by normal map Environmental maps and plane Environment and Normal Maps This section introdu...

Is Rendering Still Evolving?の#P33

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Addressing the Invisible Normals Problem Visualize invisible areas by inner product of line of sight and normal This problem is immediately apparent in the inner product (dot product) of the line of...

Is Rendering Still Evolving?の#P34

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Addressing the Invisible Normals Problem Corrected invisible normals to be visible when shading • Introduced in Resident Evil RE:4 We have therefore added the ability to use geometry normals to corre...

Is Rendering Still Evolving?の#P35

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Summary The value that a paint tool can provide to a game engine • Improved efficiency in brushing up visuals • Extend workflow by integrating with other tools Challenges in implementation • Balancin...

Creating a Real-Time, In-Engine Painting Toolの#P45

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About the Basic UI First, let me explain the basic UI of SDM. 19 ©CAPCOM 19

Batch Managing a Huge Amount of Art Assets. Introducing: Scene Data Manager (SDM)の#P19

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Check the status of each apps with Backstage Security notifications Owner info Recent repository status

Introduction to Backstageの#P7

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Expand the features https://backstage.io/plugins Backstage can be added many features by plugins

Introduction to Backstageの#P13

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Results: the withdrawal rate Withdrawal rate(%) 70 60 50 40 • Group-FIRST (Large) is the highest withdrawal rate. 30 20 10 0 1 2 3 4 5 6 7 8 9 10 11 Question number Group-FIRST(Small...

ozchi2023_yamazaki_slideの#P7

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Results: the withdrawal rate Withdrawal rate(%) 70 60 Group-FIRST (Large) ↓ 50 40 • Group-FIRST (Large) is the highest withdrawal rate. 30 20 10 0 1 2 3 4 5 6 7 8 9 10 11 Question nu...

ozchi2023_yamazaki_slideの#P8

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Results: the withdrawal rate Withdrawal rate(%) 70 60 50 40 • Group-FIRST (Large) is the highest withdrawal rate. 30 20 10 0 1 2 3 4 5 6 7 8 9 10 11 Question number Group-FIRST(Small...

ozchi2023_yamazaki_slideの#P9

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Results: the withdrawal rate Withdrawal rate(%) 70 60 50 40 About 20% of the respondents left before answering a question. 30 20 10 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Question numbe...

ozchi2023_yamazaki_slideの#P10

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Results: the length of response Total Group-FIRST (Small) 35.6 Group-FIRST (Large) 51.4 Group-LAST (Small) 36.5 Group-LAST (Large) 49.8 • Group-FIRST (Large) and Group-LAST (Large) have more l...

ozchi2023_yamazaki_slideの#P11

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Results: the length of response Total Group-FIRST (Small) 35.6 Group-FIRST (Large) 51.4 Group-LAST (Small) 36.5 Group-LAST (Large) 49.8 1.5 times different • Group-FIRST (Large) and Group-LAS...

ozchi2023_yamazaki_slideの#P12

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Results: the length of response Total Group-FIRST (Small) 35.6 Group-FIRST (Large) 51.4 Group-LAST (Small) 36.5 Group-LAST (Large) 49.8 • Group-FIRST (Large) and Group-LAST (Large) have more l...

ozchi2023_yamazaki_slideの#P13

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Discussion • The Group-FIRST (Large) had the highest withdrawal rate and Group-FIRST (Small) was the second. → The order of the open-ended questions may have affected the withdrawal. • The length of r...

ozchi2023_yamazaki_slideの#P20

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Meet the team! (運営のご紹介) 9 Noriaki Fukuyasu Yuichi Nakamura Nao Nishijima Masaya Aoyama The Linux Foundation Hitachi, Ltd. Hitachi, Ltd. CyberAgent, Inc.

CNCJ Kickoff Meetup Opening slidesの#P9

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Meet the team! (運営のご紹介) 10 Kohei Ota Shu Muto XIE ZIYI Apple NEC Solution Innovators, Inc. NEC Solution Innovators, Inc.

CNCJ Kickoff Meetup Opening slidesの#P10