viernes, 29 de marzo de 2019

Premium Puzzle Games By Guruji : Fun To Play Mind Game

Guruji this time has brought you premium puzzle and mind games for android. As you all know Guruji has always made all efforts to provide you best games to play and enjoy gaming on android.

These puzzle, mind-boggling games are fun to play yet sometimes frustrating because you don't have any idea of what to do next?

Mostly Puzzle games are played with trial and error method and gradually you learn to crack the puzzle or mechanism followed in the game.

Love to Play Games? Try These :

But there is one game Gorogoa,where you have no idea for solving the puzzle, only help you get is from images shown in the game but still I've to go to Youtube for help. Other games you can play and move ahead as you continue playing those games.

Most important, these puzzle and mind games can be played by children too and I think by playing games like these, children will definitely improve their problem solving skill.

So, let's see, why Guruji has chosen these premium puzzle games and what these mind games are all about.

Limbo : Limbo is an adventurous puzzle game on android where player walks in dark and need to move ahead alive by saving himself from death trips,sharp needles and many more obstacles. You can move or handle things in game by going near and tap and hold on you right screen and then move. You can get this game from Play Store at $4.53 or ₹322.50.

Limbo premium puzzle game


Leo's Fortune : This game Leo's Fortune is also an adventurous but physics based puzzle game and if you have played Badland than you can easily play game by understanding and solving hurdle and death mechanism that has been put on your way. There are 5 Acts or say map in the game,Fortune Lost,Cousin Victor's Loss,Aunt Olga's Fall,Uncle Sergej's Doom and A Heart of Gold, where you have to pass all levels in each act to play further. Leo's Fortune is available at Play store for $4.78 ₹340.

Leos fortune premium puzzle game by guruji



Gorogoa :  Guys this is most difficult and premium puzzle game on android I've ever found that will leave you frustrated.. Really there is nothing to help you, you've to use all your brain to solve puzzles and move ahead in the game.. I'd suggest you to please watch the gameplay once on youtube. Gorogoa is available on play store at around $4.78 or ₹340.

Gorogoa premium mind game by guruji


Apart from above 3 amazing mind boggling puzzle games, Guruji has already provided you link of Lara Croft Go Game which is very nice premium and android play store editor choice game with good graphics and sound, so don't forget to check that out.

OBB file of all the above android puzzle games need to be extracted or copy/cut and paste extracted folder into Android-Obb location.

About Rick And Morty & Games

One of the best episodes.



#GoGamers
#GetSchwifty
#Wubalubadubdub

jueves, 28 de marzo de 2019

Implementing Weighted, Blended Order-Independent Transparency

Why Transparency?

Result from the Weighted, Blended OIT method described
in this article. Everything gray in the top inset image has some
level of transmission or partial coverage transparency.
See also the new colored transmission method in my next article!

Partially transparent surfaces are important for computer graphics. Realistic materials such as fog, glass, and water as well as imaginary ones such as force-fields and magical spells appear frequently in video games and modeling programs. These all transmit light through their surfaces because of their chemical properties.

Even opaque materials can produce partially transparent surfaces within a computer graphics system. For example, when a fence is viewed from a great distance, an individual pixel may contain both fence posts and the holes between them. In that case, the "surface" of the opaque fence with holes is equivalent to a homogeneous, partly-transparent surface within the pixel. A similar situation arises at the edge of any opaque surface, where the silhouette cuts partly across a pixel. This is the classic partial coverage situation first described for graphics by Porter and Duff in 1986 and modeled with "alpha".

There are some interesting physics and technical details that I'm simplifying in this overview. To dig deeper, I recommend the discussion of the sources and relation between coverage and transmission for non-refractive transparency in the Colored Stochastic Shadow Maps paper that Eric Enderton and I wrote. I extended that discussion in the transparency section of Computer Graphics: Principles and Practice.



The Challenge

Generating real-time images of scenes with partial transparency is challenging. That's because pixels containing partly transparent surfaces have multiple surfaces contributing to the final value, and the order in which they are composited over each other affects the result. This is one reason why hair, smoke, and glass often look unrealistic in video games, especially where they come close to opaque surfaces.

One reason that transparency is challenging is that ordering surfaces is hard. There are many algorithms for ordering elements in a data structure, but they all have a cost in both time and space that is unacceptable for real-time rendering on current computer graphics hardware. If every pixel can store ten partially transparent surfaces, then a rendering system would require ten times as much memory to encode and sort those values. (I'm sure that 100 GB GPUs will exist in a few years, but they don't today, and when they do, we might not want to use all of the memory just for transparency.) It is also not possible to order the surfaces themselves because there is not necessarily any order in which multiple surfaces overlap correctly. For example, as few as three triangles can thwart the sorting approach.

Recently, a number of efficient algorithms for order-independent transparency (OIT) were introduced. These approximate the result of compositing multiple layers without the ordering constraint or unbounded intermediate storage. This can yield two benefits. The first is that the worst cases of incorrectly composited transparency can be avoided. No more bright edges on a tree in shadow or characters standing out from the fog they were hiding in. The second benefit is that multiple transparent primitives can be combined in a single draw call. That gives a significant increase in performance for scenes with lots of foliage or special effects.

All OIT methods make approximations that affect quality. A common assumption is that all partially-transparent surfaces have no refraction and do not color the objects behind them. For example, in this model "green" glass will make everything behind it look green by darkening the distant surfaces and adding green over the top. A distant red object will appear brown (dark red + green), not black as it would in the real world.

Weighted, Blended Order-Independent Transparency is a computer graphics algorithm that I developed with Louis Bavoil at NVIDIA and the support of the rendering team at Vicarious Visions. Compared to other OIT methods, it has the advantages that it uses very little memory, is very fast, and works on all major consoles and PCs released in the past few years. The primary drawbacks are that it produces less distinction between layers close together in depth and must be tuned once for the desired depth range and precision of the applications. Our I3D presentation slides explain these tradeoffs in more detail.


A glass chess set rendered with our technique.

Since publishing and presenting the research paper, I've worked with several companies to integrate our transparency method into their games and content-creation application. This article shares my current best explanation of how to implement it, as informed by that process. I'll give the description in a PC-centric way. See the original paper for notes on platforms that do not support the precisions or blending modes assumed in this guide.

Algorithm Overview

All OIT methods make the following render passes:
  1. 3D opaque surfaces to a primary framebuffer
  2. 3D transparency accumulation to an off-screen framebuffer
  3. 2D compositing transparency over the primary framebuffer
During the transparency pass the original depth buffer is maintained for testing but not written to. The compositing pass is a simple 2D image processing operation.

3D Transparency Pass

This is a 3D pass that submits transparent surfaces in any order. Bind the following two render targets in addition to the depth buffer. Test against the depth buffer, but do not write to it or clear it. The transparent pass shaders should be almost identical to the opaque pass ones. Instead of writing a final color of (r, g, b, 1), they write to each of the render targets (using the default ADD blend equation):

Render TargetFormatClearSrc BlendDst BlendWrite ("Src")
accumRGBA16F(0,0,0,0)ONEONE(r*a, g*a, b*a, a) * w
revealageR8(1,0,0,0)ZEROONE_MINUS_SRC_COLORa

The w value is a weight computed from depth. The paper and presentation describe several alternatives that are best for different kinds of content. The general-purpose one used for the images in this article is:

w = clamp(pow(min(1.0, premultipliedReflect.a * 10.0) + 0.01, 3.0) * 1e8 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);

where gl_FragCoord.z is OpenGL's depth buffer value which ranges from 0 = near plane to 1 = far plane. This function downweights the color contribution of very-low coverage surfaces (e.g., that are about to fade out) and distant surfaces.

Note that the compositing uses pre-multipled color. This allows expressing emissive (glowing) values by writing the net color along each channel instead of explicitly solving the product r*a, etc. For example, a blue lightning bolt can be written to accum as (0, 10, 15, 0.1) rather than creating an artificial unmultiplied r value that must be very large to compensate for the very low coverage.

Using R16F for the revealage render target will give slightly better precision and make it easier to tune the algorithm, but a 2x savings on bandwidth and memory footprint for that texture may make it worth compressing into R8 format.

Sample GLSL shader code is below:
#version 330

out float4 _accum;
out float _revealage;

void writePixel(vec4 premultipliedReflect, vec3 transmit, float csZ) {
/* Modulate the net coverage for composition by the transmission. This does not affect the color channels of the
transparent surface because the caller's BSDF model should have already taken into account if transmission modulates
reflection. This model doesn't handled colored transmission, so it averages the color channels. See

McGuire and Enderton, Colored Stochastic Shadow Maps, ACM I3D, February 2011
http://graphics.cs.williams.edu/papers/CSSM/

for a full explanation and derivation.*/

premultipliedReflect.a *= 1.0 - clamp((transmit.r + transmit.g + transmit.b) * (1.0 / 3.0), 0, 1);

/* You may need to adjust the w function if you have a very large or very small view volume; see the paper and
presentation slides at http://jcgt.org/published/0002/02/09/ */
// Intermediate terms to be cubed
float a = min(1.0, premultipliedReflect.a) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;

/* If your scene has a lot of content very close to the far plane,
then include this line (one rsqrt instruction):
b /= sqrt(1e4 * abs(csZ)); */
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
_accum = premultipliedReflect * w;
_revealage = premultipliedReflect.a;
}

void main() {
vec4 color;
float csZ;
...
writePixel(color, csZ);
}

2D Compositing Pass

The compositing pass can blend the result over the opaque surface frame buffer (as described here), or explicitly read both buffers and write the result to a third.
Render TargetSrc BlendDst BlendWrite ("Src")
screenSRC_ALPHAONE_MINUS_SRC_ALPHA(accum.rgb / max(accum.a, epsilon), 1 - revealage)

I use epsilon = 0.00001 to avoid overflow in the division. It is easy to notice if you're overflowing or underflowing the total 16-bit precision. You'll see either fully-saturated "8-bit" ANSI-style colors (red, green, blue, yellow, cyan, magenta, white), or black dots from floating point specials (Infinity, NaN). If the computation produces floating point specials, they will typically also expand into large black squares under any postprocessed bloom or depth of field filters.

Sample GLSL shader code is below:
#version 330

/* sum(rgb * a, a) */
uniform sampler2D accumTexture;

/* prod(1 - a) */
uniform sampler2D revealageTexture;

void main() {
int2 C = int2(gl_FragCoord.xy);
float revealage = texelFetch(revealageTexture, C, 0).r;
if (revealage == 1.0) {
// Save the blending and color texture fetch cost
discard;
}

float4 accum = texelFetch(accumTexture, C, 0);
// Suppress overflow
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = float3(accum.a);
}
    float3 averageColor = accum.rgb / max(accum.a, 0.00001);


// dst' = (accum.rgb / accum.a) * (1 - revealage) + dst * revealage
gl_FragColor = float4(averageColor, 1.0 - revealage);
}


Examples

I integrated the implementation described in this article into the full open source G3D Innovation Engine renderer (version 10.1). The specific files modified to implement the technique are:


[Nicolas Rougier also contributed a Python-OpenGL implementation with nice commenting and reference images as well. I'm hosting it at http://dept.cs.williams.edu/~morgan/code/python/python-oit.zip.]

All of the following images of the San Miguel scene by Guillermo M. Leal Llaguno were rendered using G3D's implementation. To show how it integrates, these include a full screen-space and post-processing pipeline: ambient occlusion, motion blur, depth of field, FXAA, color grading, and bloom.

The inset images visualize the accum and revealage buffers. Note the combination of glass and partial coverage surfaces.





Here are examples on other kinds of content:




Note that this reference image fixes a typo from the one in the I3D presentation:
the alpha values are 0.75 (not 0.25 as originally reported!) and are given before computing the premultiplied values. So, the blue square is (0, 0, 0.75, 0.75) in pre-multiplied alpha and (0, 0, 1, 0.75) with unmultiplied color.
I'm using a different weighting function from the I3D result as well.




Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Rocket Golfing and work on the Skylanders series. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Mapgen4: Finished

"Not with a bang but a whimper"

Back in July, I started mapgen4, the successor to mapgen2, my Voronoi-polygon map generator from 2010. Back in August I posted that I had planned to finish the map generator "in a month", and then write a tutorial.

That was three months ago.

I'm finished.

Looking back on the blog post from three months ago, I implemented all the things in my plan, and more. There are still so many more things to implement. But after four months, I'm tired of working on this project. The past few weeks I've only done a little bit. I've not run into any more show-stopping bugs. I've fixed some annoyances. I think it's in reasonable shape. So I decided that I'm finished.

At some point I want to write a tutorial explaining all the parts of this map generator, but for now, the blog posts will have to do. I have other projects I want to do too!

Play with mapgen4 here!

Dead Space 2 Highly Compressed





Dead Space 2


Dead Space 2Game – Overview – Free Download – Compressed – Screenshots – PC – RIP – Specs – Torrent/uTorrent
Type of game: 
Survival horror
PC Release Date:
 January 25, 2011
Developer/Publishers: 
Visceral Games, Electronic Arts
Dead Space 2 (4.51 GB) is an Survival horror video game. Developed and published by Visceral Games, Electronic Arts. The game was released on January 25, 2011. The player controls Isaac Clarke from a third-person perspective, looking over the character's right shoulder. As in the previous game, the game uses the Resource Integration Gear (RIG) suit, an in-world heads-up display (HUD) system that uses holograms projected from Isaac's suit and weapons to show information such as messages and ammunition count. In vacuum areas, a timer appears on Isaac's right shoulder, counting how much oxygen his suit has before he suffocates.
Before downloading make sure that your PC meets minimum system requirements.
Minimum System Requirements
  • OS: Windows 7/Vista/8
  • Processor: 2.8 GHz processor or equivalent
  • RAM: 2 GB
  • Storage: 10 GB available space
  • Video Card: 256 MB, NVIDIA GeForce 6800 / ATI X1600 Pro or better
  • DirectX: Version 9.0c
Screenshots




How to Install?
  1. Extract the file using Winrar. (Download Winrar)
  1. Open "Dead Space 2" folder, double click on "Setup" and install it.
  1. After installation complete, go to the folder where you install the game.
  1. Open folder, double click on "deadspace2" icon to play the game. Done!
All Link 2 Gb And Last Link 191 Mb

Link 1



Link 2



Link 3



Link 4



Link 5



Link 6


Password - bitdownload.ir

Second Link 

Complete Edition

All Link 1 Gb Part And Last Part 39 Mb

Link 1

Link 2

Link 3

Link 4

Link 5

Link 6


Password - www.dlfox.com


Bye Bye




miércoles, 27 de marzo de 2019

Freedom Fighter HighlyCompress Pc Game | High Compress


Freedom Fighter HighlyCompress Pc Game 


Freedom Fighter High Compressed. In 2002, EA Games officially announced Freedom: The Battle for Liberty Island, which was later named Freedom Fighters at the Electronic Entertainment Expo. The concept for the game was originally included in the turn-based strategic mode as a key element of the gameplay. The game was developed by IO Interactive using the 3D engine glacierFreedom fighters are the third person's shooter in which the player navigates with a team of teammates along with teammates through the streets of New York when he fights with captive Soviet forces. The player receives the charisma by performing various tasks, such as possession on the basis or destruction of the enemy supply. The more charisma is achieved, the more teammates can be recruited, up to a maximum of twelve. The player can direct recruitments by giving them simple orders like "adhere," "attack," and "defense".






Multiplayer

The multiplayer mode of the console versions revolves around the protection of flags and bunkers. The flag is usually in the center of the map. The bunkers are positioned around the map and train Soviet soldiers or fighters for American freedom. A game can hold up to four players on a split screen, which can choose between the Soviet and American sides. Each team has a different set of weapons that players can change during the battle. The PC version does not support multiplayer mode.

Full version features of the software :

  • CPU: Pentium III or Athlon equivalent.
  • CPU SPEED: 733 MHz.
  • RAM: 128 MB.
  • OS: Windows 98/ME/2000/XP.
  • VIDEO CARD: 32MB & Direct 8.1 compatible.
  • TOTAL VIDEO RAM: 32 MB

Credits: EA GAMES



Download


DIRECT DOWNLOAD  

martes, 26 de marzo de 2019

Bimonthly Progress Report For My Twitch Channel, FuzzyJCats, Dec 25 Through March 1

Twitch Channel FuzzyJCats

This is a much overdue monthly report! I've also decided to make it easier to remember by writing the report on the first day of the month, so progress will be discussed up through today, March 1.

Also, as I'm only streaming 2 times/week, I've decided to make these bimonthly progress reports as not much change occurs in only 8 streams.

Since Christmas, I have improved in terms of being able to multi-task without any preparation almost as smoothly as when I'm fully prepared, that is being in good health and having exercised before streaming! I recall when I first started streaming, I was flustered and struggled whenever anything goes awry, and my resilience in streaming has improved over the months of practice.

Therefore, I can stream more spontaneously, and as a result, I streamed after work yesterday, when I tend to be completely brain dead, and it wasn't a bad performance!

I felt that by streaming after work and having my days off to do whatever I need or want to do, it will improve my lifestyle. The issue with work is that I dread having to get up and being tied to a schedule as well as paperwork. But if I have streaming to look forward to, it would make me look just a little bit forward to work, rather than having that sinking feeling.

It's more ideal to be able to live in the moment and enjoy the day off before work, but that's easier said than done. Instead, I think about how I have to get up and be rushed to go to work, which gives me a sense of dread. I'm the type of person who likes to do chores and responsibilities in a relaxed manner (again, something that I have to work on).

While getting to the ideal state of being able to live in the moment, and not being so non-plussed about being rushed to a schedule, I think streaming after work can help with not feeling as much dread, since again, it will be something that I look forward to.

I believe I have gotten over my issues with viewer numbers. Tired of having the post-it blocking my viewer numbers on screen, as it blocks the game, I decided to take off the post-it. The fact that I don't even notice the red viewer numbers flashing means that I'm immune to feeling one way or the other by these numbers!

However, there are times when I feel a little demoralized when I see that my Wed viewer counts aren't as high as my Sun numbers, and noticing that my average concurrent viewers over the months haven't really increased, but remained stable at around 10.

Even so, I believe that not caring about the viewer numbers while live shows progress and also helps with gameplay as I can see the more of the game.

The other thing that came up as an improvement is that in the past, I streamed because it forced me to exercise - but now I no longer need to exercise before streaming. Furthermore, before I came down with current bronchitis, there were quite a few days when I exercised when I didn't have to stream! Now that I no longer need streaming to force me to exercise, the only reason for me to stream is if and only if I find it fun!

I believe I was burned out at one point and decided to stop Twitch completely since I got deeply involved in a niche Japanese RPG game, Atelier Sophie. During that time, I was thinking, wouldn't it be nice if I can spend more time playing video games with complete focus and immersion on my days off than having to stream!

However, I then felt guilt that if I stopped streaming altogether, it'll be unfair to my viewers who subscribed to me - they're paying monthly fees to watch me - and I feel that I need to give them their money's worth.

Whenever I have to do something out of duty and responsibility, it tends to be a wet blanket. I don't know what changed and made me find streaming a joy again - perhaps it was taking off a week due to getting chest cold - because streaming the past 2 days in a row was a joy!

In other words, anytime I feel that streaming is a burden and an obligation, that will be a sign to me to take some time off - hopefully I can stream a couple of more times just to give the community a heads up that I'm going to take a break. 

When I was caring about viewer numbers, however, I joined stream teams and found out that they tend to have extreme favoritism, where members who may not support but are friends reap all the viewer numbers. I've noticed quite a few members who support the leaders of these stream teams through buying and gifting subs, bits, and donations, yet had low concurrent viewers. On the flip side, those who are friends (despite not supporting at all) had very large numbers, despite the quality of streams between the two groups being more or less the same.

As a result, I stopped making these stream teams my main team. Fortunately, I'm not going to fall for these stream teams anymore since I'm more or less able to not care about my viewer numbers as evidenced by no longer needing post-it to block these numbers during broadcast.

I still need to work on habits such as making a cluck sound at times when I complete a thought, and again decreasing filler words. Making sure my eyes go back and forth from game to chat has not come naturally by any means. There're still quite a few times when I get so enthralled in the game that I forget to look at chat, or I get too involved in chat, that gameplay comes to a grinding halt.

Progress made:
  • Being able to change my schedule after work to improve quality of life - I can multi-task almost as well even if I'm not in perfect condition thanks to months of streaming practice.
  • Streaming is no longer a "crutch" to force myself to exercise as I no longer need to exercise before streaming, AND I was exercising on days when I wasn't streaming.
  • Therefore, only reasons for streaming are for fun and obligation to paid subscribers.
  • Recognizing if I feel burnout, taking time off is a must!
  • No longer caring about seeing viewer numbers while streaming, no longer needing to block off screen with post-its, so gaming is easier and more pleasant with greater visiblity.
  • Recognizing stream teams to gain followers don't work - no longer buying into stream teams that promise increased viewer numbers, but end up showing extreme favoritism.
Improvements to be made:
  • The usual being able to chat and gameplay at same time (this is not habit yet).
  • Decreasing filler words and vocal "tics".
  • Continuing to not care at all about numbers.