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Substack Week: Why Product Management is Broken and How to Fix It With Anton Zaides In this SPECIAL Substack Week episode, we dive deep into the current state of product management with Anton Zaides, a seasoned software engineer and leader. Anton shares his perspectives on why product management is fundamentally broken and offers practical solutions for organizations looking to improve their product development processes. The Journey to Engineering Leadership "I started to search for content from other engineering managers and focused on practical insights." Anton's journey spans 15 years in software engineering, from game development to DevOps and scaling startups. His transition to leadership revealed a gap in practical leadership content, which inspired him to start sharing his own experiences. Drawing from his four years as an engineering leader in a startup, Anton noticed patterns in product management that needed addressing, leading to his viral article on the topic. The Broken State of Product Management "My team was working on a feature, that got canceled the day after it was released." Product management faces several critical challenges in today's technology landscape. Anton identifies key issues including the development of unused features, increasing software complexity, and misaligned incentives that discourage innovation. Through his conversations with industry professionals, he discovered these problems were widespread, with teams frequently building features that get canceled or go unused. Despite following Agile methodologies, many organizations fail to properly evaluate feature impact, leading to wasted resources and frustrated teams. Product Managers vs. Program Managers "The PM spent only 5% of his time on talking to customers." One of the core issues Anton identifies is the transformation of product managers into glorified program managers. In many organizations, product managers spend most of their time managing JIRA tickets and dependencies rather than engaging with customers and driving innovation. The pressure to deliver on predetermined roadmaps, often dictated by executive teams, leaves little room for challenging assumptions or testing ideas with minimal scope. This shift away from customer interaction and strategic thinking has reduced the product manager's role to primarily managing internal processes. Fostering Better Product Management "PM's should be like a founder for the product business." To improve product management, Anton advocates for several key changes: Offloading program management responsibilities to the team Trusting product managers to make strategic decisions Requiring specific industry knowledge and experience Encouraging face-to-face customer interactions Moving product managers closer to commercial roles Involving engineers in customer conversations Organizational Structure and Communication "The more links you have in the communication chain, the worse the information gets communicated." Anton proposes a shift towards a more functional organizational structure where Product and Engineering work together more closely. He emphasizes the importance of direct communication between technical teams and customers, warning against over-reliance on data alone. The solution involves bringing everyone closer to the business side and creating stronger networks between organizations and engineers. Practical Implementation Tips "Get engineers to visit customers." Key recommendations for improving product management include: Involving engineers in customer and sales conversations Giving engineers visibility through release messaging and communications Establishing strong collaboration between engineering leaders and product managers Ensuring product managers have deep domain expertise Creating opportunities for direct customer interaction Treating product managers as business owners rather than project managers Recommended Resources for Further Study Anton's Article that we review in this interview: “Product Management is broken, a change is coming” John Cutle's article on Product Manager's Responsibilities Anton's Article on how to work effectively with your Product Managers A book recommendation: Empowered by Marty Cagan An episode of Lenny's podcast with Brian Chesky [The Scrum Master Toolbox Podcast Recommends]
Abonnez-vous et soutenez cette chaîne : https://fr.ulule.com/canardpc/Tous nos magazines et nos offres d'abonnement : https://boutique.canardpc.com/Notre édition web sur abonnement : https://www.canardpc.com/Notre newsletter sur les nouvelles technologies : lepavenumerique.substack.com/about ► Twitch : https://www.twitch.tv/canardpc► Bluesky : https://bsky.app/profile/canardpc.com► X : https://twitter.com/Canardpcredac► Discord : https://discord.gg/nJJFe9r► Facebook : https://www.facebook.com/CanardPCmagazine► Instagram : https://www.instagram.com/canardpc/► Tiktok : @canardpcredac Tous droits réservés Presse Non-Stop / Canard PC. Aucun youtubeur n'a été maltraité pendant le tournage.
Unityで大規模な組織改革が続いています。
In this episode, I spoke with Sam Glassenberg, Founder and CEO of Level Ex, as we dive into subjects encompassing the gaming industry, technology, and healthcare. Sam recounts his unexpected journey into gaming, beginning as an animator at LucasArts and eventually helping lead Microsoft's DirectX Graphics team. We then transition to discussing the critical importance of having a portfolio for job seekers, the interesting challenges of working in Tech Art, the foundational value of solid engineering principles, and the innovative ways Level Ex pushes Unity3D beyond its limits. Our conversation also touches on the essential qualities of empathy, adaptability, and curiosity in the gaming industry. Sam fondly recalls working on his two favorite projects, Star Wars: Jedi Starfighter and Gastro Ex. We also explore the role of generative AI in skill enhancement, the unique challenges of movie-based games, and the exciting yet still maturing potential of AR/VR/XR technologies. Sam then shares an amusing story from a medical conference and emphasizes the need for improved medical training, along with his interest in casual and hyper-casual mobile games. As the episode nears its end, Sam provides insights from his recent trip to Kiev where Level Ex is helping assist the Ukrainian armed forces in medical training and his experiences presenting at NATO. He sheds light on the neuroscience behind game design and identifies professional video games as a burgeoning opportunity within the industry. We conclude with Sam encouraging game developers to embrace AI and where to find him online for further discussions and collaboration. Bio: Sam Glassenberg is the CEO and Founder of Level Ex - the world's first medical video game company. Sam leads a team of veteran game developers and designers who are establishing a new genre of medical games: pushing the limits of game design, physics, and rendering to capture the most terrifying challenges of medicine. Offering the only games certified to provide AMA Category 1 Continuing Medical Education credit, Level Ex's games are played by over a million medical professionals. 20 out of the top 40 medical device and pharmaceutical companies use Level Ex game technology to train and sell their products. Level Ex's games are used by leading medical societies - and NASA - to disseminate the latest guidelines and techniques for topics ranging from COVID to Space Health. Through their work, Level Ex is rapidly establishing 'play' as a fundamental force accelerating adoption in medicine. Show Links: * DirectX - Wikipedia * FarBridge - website * ArtStation - website * SIGGRAPH 2019 Real-Time Live! - YouTube * Star Wars: Jedi Starfighter - Wikipedia * Gastro Ex - website * ChatGPT - website Connect With Links: * Sam Glassenberg - LinkedIn * Sam Glassenberg - blog * Sam Glassenberg - X/Twitter * Level Ex - website * Level Ex - YouTube Game Dev Advice Links: * YouTube - check out this episode with 100% more video * Patreon - 1:1 career coaching through the Gain Wisdom membership * website - show notes, links, stuff * info@gamedevadvice.com - reach out! * Game Dev Advice hotline: (224) 484-7733 * Level Ex Jobs - Current openings for advancing the practice of medicine through play * Subscribe and go to the website for full show notes with links * X/Twitter - not really using it to be honest Learn more about your ad choices. Visit podcastchoices.com/adchoices
Connect with the Podcast: @FilthyRaine Connect with Gafiltha: @Gafiltha Connect with Raine: @RaineShadow Ko-Fi Humble Bundle Humble Bundle - Fright of Your Life Raine's YouTube Channel Etsy Shop Link (Use Code Podcast for 20% off) Raine's Discord bot Sources: UpdatesUnity UpdateUnity BoycottUnity3D Reddit Unity CEO Steps DownUnity CEO Retires Unity Lost Trust PS CEO RetiringSlim PS5StoriesIce Poseidon - KickAdin Ross CommentsIce Poseidon ArrestJacksFilms vs SssniperwolfExplanation JacksFilms Video CD Project Red UpdatesUsing Unreal Engine 5 Phantom Liberty is the end Expanded Edition of CP2077 Patch 2.0 Is It Xbox Acquires Activision Blizzard & King MergerTimeline
Zero to Start VR Podcast: Unity development from concept to Oculus test channel
Discover how Cognitive3D's SDK for Unreal and Unity empowers immersive creators to unlock player behavior and build better 3D experiences with Calder Archinuk, Developer Evangelist at Cognitive3D. Designing for Player agency in virtual environments is one of many challenges in VR development, yet player agency is also what makes VR an essential medium for capturing and studying player behavior.How can developers quickly and easily leverage spatial analytics to build better immersive experiences? What should every immersive developer know about leveraging spatial analytics in their projects? How can developers safely collect spatial data and protect privacy? Dive into these questions and more on our latest episode. Happy installing!CONNECT WITH COGNITIVE3D:Create a free account on Cognitive3D.comDownload the SDKFollow on GithubJoin the Cognitive3D community on DiscordFollow on XCalder Archinuk on LinkedInRESOURCES:Cognitve3D Glossary of Metrics - Cognitive3DVirtual Reality in Behavioral Neuroscience: New Insights and Methods - edited by Christopher Maymon, Gina Grimshaw, Ying Choo Wu Eye-Tracking Methodology and Applications in Consumer Research - Hayk Khachatryan and Alicia L. Rihn, University of Florida X Reality Safety Intelligence (XRSI) CONNECT WITH SICILIANAsicilianatrevino.comon LinkedIn Subscribe to Zero to Start on your favorite podcast platform, and share this episode with the immersive creators in your life. Thanks for listening and for your support!
Lies of P liegt er niet om, Unity komt terug op hun runtime fee idee, en bij Xbox ligt alle vuile was op straat. Een heel normale week dus.Games die we gespeeld hebben:Final Fantasy 16Lies of PStarfieldVoor films die we aanraden, check onze lijst op Letterboxd!Vragen, suggesties of andere opmerkingen kun je makkelijk en snel achterlaten in dit formuliertje of via de mail: info@gamelovepodcast.nl. Wil je niets missen? Bekijk dan onze website, gamelovepodcast.nl, en volg ons op Twitter en Instagram: @gamelovepodcast.
Sources: https://www.gamesindustry.biz/unitys-self-combustion-engine-this-week-in-business https://cdn.discordapp.com/attachments/724974578442567758/1152662040255680523/image.png https://www.reddit.com/r/Unity3D/comments/16jxjbt/close_shop_or_go_bankrupt_what_one_small_game/ Who Are We? Twitter, Youtube, Instagram: @Resobaso Twitter: @Colddeath Find Our Show on Apple, Google, and Spotify @Turnbasedcynics
Mit Jan Theysen von KING Art Games und Jörg Friedrich von Paintbucket Games spricht Géraldine über das aktuelle Unity-Drama - und wie es Entwickler und Spieler beeinflussen wird.
Tentokrát rozebíráme drama kolem enginu Unity3D a budeme také řešit, co pro vývojáře znamená Nintendo Switch s grafickou kartou RTX.
When it comes to saving money, working efficiently or creating value for players, what should take priority in game dev? No matter what your opinion is, tools are a possible solution to all of these problems. In this episode, we're joined by Jean-Eric Khalife, product manager at High Pixel, to talk about what happens when tools are overlooked or used poorly, and when they shouldn't be used. Formerly a tech artist, he's a pro at solving problems and has plenty of examples to prove his ability to strategize the use of tools. He also shares his approach to building tools, as well as the steps you can take to improve your games and build better tools that your team will want to use. So, when should you invest in proprietary tools? How should you prioritize tools differently during different stages of production, or different stages of a company? What can you do when your leaders won't invest in better tools? Tune in to hear Jean-Eric's answers to these questions and lots more! Topics discussed in this episode: Why tools are forgotten about and undervalued When you should and shouldn't use a third party tool When to invest in proprietary tools Examples from his work on League of Legends Prioritizing tools in each stage of development Cost of change Savings money versus creating player value Jean-Eric's process for building tools How to get people to switch tools Connect with Jean-Eric Khalife on LinkedIn: https://www.linkedin.com/in/jeaneric/ Sign up for the Building Better Games Newsletter for monthly tips to help you lead game teams! https://buildingbettergames.gg/newsletter/ Check out our website: https://buildingbettergames.gg/ If you've enjoyed this episode and wonder if we could help your studio or company out, email us at info@valarinconsulting.com to set up a free 90-minute call! For more episodes, head to the Building Better Games Podlink https://www.pod.link/1559448378 Connect with us: https://www.tiktok.com/@building_better_games https://www.instagram.com/building_better_games/ https://www.linkedin.com/company/valarin-inc/ Content Editor: Jonathan Singh This episode was produced by Podcast Boutique https://www.podcastboutique.com
Alon Grinshpoon | CEO - Echo 3D 3D asset management for games, 3D apps, and AR/VR experiences echo3D (www.echo3D.com) is a cloud platform for 3D/AR/VR asset management that provides tools and network infrastructure to help developers & companies quickly build and deploy 3D apps, games, and content. echo3D serves over 40,000 developers using our SDKs to create real-time 3D experiences (for healthcare, entertainment, retail, gaming, training, and more) and have deployed AR+5G projects with both Verizon and AT&T. echo3D signed partnerships with Unity3D, the world's leading game engine, and NextNav (Nasdaq: NN). echo3D is backed by Qualcomm Ventures, Konvoy Ventures, Remagine Ventures, Space Capital, and Techstars, and received grants from Y Combinator, Verizon, and NYC Media Lab. We were named AR/VR finalists for SXSW 2020, won the DevProject Award 2019, named among the 2019 Most Fundable Companies, named one of the Top 25 finalists in Sir Richard Branson's Extreme Tech Challenge (XTC) 2019, and featured on VentureBeat, The Hill, XRToday, Bold TV, Ynet, Calcalist, and Mako. --
Designer, developer, and educator, Alex Coulombe is the CEO of Heavenue, a new high-fidelity cloud platform to connect performers with audiences across the metaverse. He also runs Agile Lens: Immersive Design, the award winning XR creative studio. Alex has always had a passion for purposing emerging technology for creative visions. In 2010 he graduated from Syracuse University with a B. Arch (and Drama minor!) and after working for several architecture firms, when the Oculus DK1 hit the market, immersive tech became his focus. In 2013 while at the theatre planning consultancy Fisher Dachs Associates, he pioneered the world's first use of VR for accurately testing sightlines and adjusting room design based on the results. Other early immersive creations include an equipment clearance checker for Hudson Yards' The Shed, a projection mapping tool for Bravo Media and The Late Show with Stephen Colbert, and design mockups for the Park Avenue Armory's production of Kenneth Branagh's Macbeth. His work in highly-custom solutions grew and culminated in the formation of Agile Lens. Recent architecture projects include David Geffen Hall, Brockman Hall for Opera, the Statue of Liberty Museum, and the Yale Schwarzman Center. Recent theatre collaborations include the award-winning ghost speed-dating experience Ghosted AR, the Venice Film Festival live VR performance, Loveseat, and the ongoing OnBoard XR One Act Festival. By early 2021, Alex began to focus in earnest building a platform to serve the needs of performing artists in virtual space, and Heavenue was born. The first use of Heavenue was a collaboration with Actors Theatre of Louisville on Scrooge's Ghost Encounter. The show included actor Ari Tarr performing live in performance capture equipment for audiences around the world engaged in a shared Unreal Engine scene through Meta Quest VR headsets in December 2021. The latest show is a reinterpretation of Chekhov's The Cherry Orchard, The Orchard, which opened June 7. Learn more at https://www.theorchardoffbroadway.com/ A rising thought leader, Alex and his work features in conferences around the world. He taught VR performance at NYU Tisch, Unity3D at the Syracuse University School of Architecture, and currently teaches Unreal Engine as an authorized partner of Epic Games. Alex has helped organize such events as the RealTime Conference, TCG National Conference, and the new 5th Wall Forum. Highlights of the Episode: 0:00 Introduction 2:29 Alex's story 5:32 5 year program 7:24 Transitioning 12:51 Working in different environments 16:24 Development kit skills and programming 20:44 Advice for learning intimidating skills 24:21 Alex's company 29:16 Cloud computing and pixel streaming 34:07 What made Alex excited about Unreal Engine 41:00 VR and ARs in the future 44:01 Implant of hardwares 45:34 Improvements in metahumans 50:50 Types of theater would or wouldnt work 55:46 Alex's podcast 57:42 What is Alex excited about the future 59:28 AI's involvement in art Quotes:“ It's really good to have a goal, to have a particular experience that you want to create. “ - Alex Coulombe “You're gonna find something in that film that really excites you and you're gonna have those deadlines. And by the end of that process, you're gonna probably come out with something that's pretty impressive. And you might not have even thought that you could do that in such a short amount of”- Alex Coulombe “I hear people say like I never wanna be a cyborg and it's like, we're kind of already cyborgs. We rely on devices so much already.”- Alex Coulombe on hardware implants “And I want as many people in the world to be able to have art affect them in that kind of way. And a lot of that accessibility and a lot of that democratization will come from having the technology, get to a point where it's ubiquitous and cheap and fast enough and frictionless enough that you can do something like put on sunglasses and instantly feel like you are having an experience like that.”- Alex Coulombe Connecting with the Guest: Twitter: https://twitter.com/heavenuexr LinkedIn: https://www.linkedin.com/in/alexcoulombe/Website: https://www.agilelens.com/ The (Unofficial) Unreal Engine Podcast: https://rss.com/podcasts/uepodcast/ https://www.youtube.com/watch?v=OAq1Tl1Upr0 Connecting with CG Pro: Facebook: https://www.facebook.com/groups/becomecgpro Instagram: https://www.instagram.com/becomecgpro/ Website: https://www.becomecgpro.com/ Twitter: https://twitter.com/becomecgpro RSVP here for upcoming CG Pro Podcasts: https://www.eventbrite.com/o/cg-pro-39748423833 #virtualproduction #ImmersiveExperiences #UnrealEngine
Cet épisode marathon sera découpé en deux morceaux pour éviter à vos oreilles une écoute marathon. Cette deuxième partie couvre des sujets d'architecture et de loi société et organisation ainsi que les conférences à venir. Logging, Migration Java 8 vers 11, Xerox Park, (manque de) sécurité, courbes elliptiques, sondage développeurs. Enregistré le 8 juillet 2022 Téléchargement de l'épisode LesCastCodeurs-Episode–282.mp3 News Architecture Pour ou contre le logging Contre puis pour tous les langages et plateformes utilisent les logs debugging, tracing, journaling, monitoring, and printing errors impact sur les performances (allocation supérieure sur un log que sur le code métier log = mémoire, CPU (GC), I/O risque de securité (dépendances et fonctionnalités sans besoin) format des log: pour lecture humaine main volume impose traitement automatique log level la bonne abstraction (souvent trop et pas ce que l'on veut à la fois debugging -> utiliser un debugger ; journaling -> event sourcing ou solution dédiée ; tracing > open tracing ; monitoring -> monitoring solution via metrics et health check bons usages de logging: en dev (println), fin de jobs automatiques, erreurs non récupérables ou innatendues, pas les erreurs utilisateur (logger les erreurs qui cachent un bug), dans les container, Sébastien utilise System.out et System.err vu que les logs sont gérés par la plateforme la réponse pour maintenant les logs peuvent etre structurés performance, on peut éviter les concatenations de String (parameterized logging), memory allocation est bien meilleure depuis 2012 (e.g. Shenandoah), vu des problèmes dans des cas plus rare de genre MDC.getCopyOfContextMap disk I/O: ok mais disque cape a 200 MiB/s donc bon…: si c;est le cas, sépare I/O log du reste (disque vs network par exemple) gros fan de logs structures via JSON ; log line sur console et JSON en fichier log plus de manière conditionelle tracing théoriquement bon mais limite dans son contexte métier et peu d'infos passables system.out problème de scalabilité d'usage, etc et appel blocant println (async usage n'est pas bon) LinkedIn et sa migration de Java 8 à 11 1000 apps sur 320k hosts Migration Java 8 vers 11 avec en vue G1 regardé depuis 2018 Jetty, Hadoop, Play, Samza: focalisé sur Jetty Mettre a jour le système de build, 2. Faire des tests de performance 3. Automatiser la migration mise. a jour vers gradle 5 G1 80% des applis CMS 20% pris 20 apps representatives focalisé sur les applications avec les tailles de piles les plus grosses de équipera jusquà 200% plus de latence et throughput: zones G1, Shenandoah et ZGC automatisé la migration du reste et tourné les builds de tests qui ont identifié les problèmes de migration quelques problèmes: suppression de certaines classes Java EE, changement du type de classloader par défaut, casting de classe plus stricte ils ont utilisé -release 8 et ont limité les usages des features Java 11 les options de CLI de la JVM ont beaucoup changé LinkedIn fait du microsercices ce qui veut dire que beaucoup de repositories sont liés à d'autre par un graphe de dépendance: euh c'est pas le principe des microservices d'éviter ça??? mise a jour de 500 librairies 3/4 de l'année Quelques challenges vus La JVM respecte groups et donc moins de thread GC sont crées aussi ils pouvaient piquer des cycles CPUs avant et plus maintenant Java 11 a un usage de mémoire hors pile plus important reduction de latence p99 par 10% et le throughput par 20% sans changer le type de GC C'est un bon retour qui sent le type de développement de la vrai vie Méthodologies Un article sur Xerox park et comment ils ont inventé le futur article de 1985 Xerox achète un constructeur de mainframe, et ils ont crée un lab de recherche pour aider les usages Macintosh et la souris et les fenêtres, les cartes météos colorées, imprimante laser, réseaux d'ordinateurs, lasers semi-conducteurs qui lisent les disques optiques, langages de programmation structurés developer l'architecture de l'information project proposes et faite en bottom up PARC construisait ses propres hardware ce qui a créer des inventions et qui devaient etre construits pour 100 utilisateurs (scale) recherche en construisant concrètement, pas en papier théorique académique bit map, distributed computing, email, frame buffer, LAN, object oriented programming Cree Alto un ordinateur « personnel » qui a permis aux chercheurs de tester leurs idées, beaucoup en avaient un. donc ils ont du inventer le LAN et Ethernet (packet) via une personne avec passe de radio amateur (medium partagé et non reliable premier projet distribué. (Un protocole d'impression) antialiasing : ils amélioraient en testant pour de vrai un gars a construit un proto de souris pour prouver que les curseurs étaient plus efficace: tests avec des dans la rue et IO a perdu :D concept de modal (insert, delete) vers comportement non modal, plus simple pour l'utilisateur small talk: un langage si simple qu'un enfant peut l'utiliser (simulation based programming) overlapping windows ont été développées en small talk autre groupe strong type system Xerox ne savait pas convertir ces recherches en produits et les amener sur le marcher (sauf l'imprimante laser) Sécurité Travis CI fuit encore des mots de passe permet d'accéder au compte privé des développeurs open source qui ont mis en place travisCI c'est la quatrième fois token offre accès lecture et écriture aux repos risque d'attaque de supply chain tokens github, AWS ou DockerHub apr exemple mais aussi les bases de données utilisées dans la CI via l'API TravisCI HDMI peut-être un vecteur d'attaque et d'infection de vos ordinateurs Un hack d'un adaptateur HDMI peut potentiellement infecter un video-projecteur, et qui à son tour pourra réinfecter les prochains ordinateurs qui s'y connecteront Cet article propose de construire une sorte de connecteur qui sert de firewall HDMI pour éviter ce genre d'infection il y a des préservatifs USB aussi qui ne laissent passer que la puissance et pas les données Un guide pour protéger son macOS Une suite de conseils comme de faire une installation toute fraiche, de mettre les mises à jour logicielle automatiques, n'autoriser que les applications signées, appliquer le chiffrement du disque… Mais aussi utiliser par exemple un gestionnaire de mot de passe, éviter les extensions de navigateur, faire tourner un firewall Et des liens vers des guides de sécurités plus avancés un truc que je n'ai pas fait mais qui me tente c'est un outbound firewall comme little snitch ou lulu Comment choisir un algorithme de courbes elliptiques un article qui détaille le pour et le contre de certaines courbes elliptiques cas d'usage, notamment gouvernemental faiblesses (timing attaques etc) pour les curieux mais la première courbe citée est celle la plus utilisée en ce moment Loi, société et organisation Stackoverflow sort son sondage sur les développeurs 70% apprennent a coder en ligne (les plus de 45 ans dans les bouquins) stackoverflow derrière la doc technique puis les blogs ; video 60% des gens ; podcast 7,21% damn! presque 60% ont moins de 10 ans d'expérience ; si t'es pas VP ou CxO a 17 ans d'expérience, tu as raté ta vie 9% cloud infra engineers 22% ont neuro atypiques Docker passe dans la catégorie outil fondamental (69% d'usage) les frameworks 3D genre Unity 3D ou Unreal Engine sont des outils que des non développeurs pro apprennent Rust technologie la plus aimée, Rust et Python en plus demandées Java 6eme position mais 4ème pour ceux qui apprenent Angular.is en framework le plus redouté / react.is le plus demandé Docker et Kube sont les plus aimés et demandé indépendants on augmenté de 5% et 4% pour les temples pleins 85% des dev sont dans une orga partiellement distancié le 62% des devs pro cherchent des réponses pendant plus de 30 minutes par jour, 25% 11h Azure prend la deuxième place des cloud, OVH 3,7% Spring framework le plus populaire de Java VSCode 74%, IntelliJ 28%, vim 23%, Eclipse 12%, EMacs 4,5% pleins d'outils asynchrone (tickets etc) que je ne connais pas salaires ont augmenté de 23% en median JavaScript change de licence open source toujours la licence Ecma international license, assez restrictive qui interdit le fork, mais avec certaines provisions pour l'intégration et la reproduction mais aussi une nouvelle licence dérivée de la W3C Document & Software License, un peu plus ouverte, qui permet d'intégrer et s'intégrer plus facilement avec les autres standards du Web Conférences de la part de Youen Cette année Codeurs en Seine, c'est le 17 novembre et le cfp est ouvert N'hésitez pas à amener un peu de JVM dans l'appel à orateur. (ca commence à se faire rare). Pour rappel : codeurs en seine c'est 1000 personnes autour des métiers du développement dans une des plus grande salle de Rouen, le kindarena. Nous contacter Soutenez Les Cast Codeurs sur Patreon https://www.patreon.com/LesCastCodeurs Faire un crowdcast ou une crowdquestion Contactez-nous via twitter https://twitter.com/lescastcodeurs sur le groupe Google https://groups.google.com/group/lescastcodeurs ou sur le site web https://lescastcodeurs.com/
In this episode, Simon Frübis shares his experience of 2 years in interaction design, digital marketing, and entrepreneurship and more than 1 year as a VR/AR prototyper with MRTK. Figma, Unity3D, C#, MRTK (with Oculus Quest 2, HoloLens2), Haptic Design, Cinema4D, and Adobe Suit are all skills he has (InDesign, XD, After Effects). He has a strong design thinking mindset and a master's degree in interaction design, and he is actively exploring XR scroll user interfaces with haptics. He enjoys solving usability challenges for human needs and all of their senses, and he is always eager to learn something new where design and technology meet. These are some of the highlights of this episode: How did he come up with the design states in VR/AR Prototyper? What are the best design tools to use for VR/AR prototyping? What advice can Simon give to someone who is just starting out in this field? What his own workflow is, what his main challenges are, and how he overcame them. You can follow Simon Frübis on: LinkedIn: https://www.linkedin.com/in/simon-fr%... Twitter: https://mobile.twitter.com/fruebis Check out his XR design free tools resource here: http://smfr.eu/xrdesign ------------ Gift Alert! You can download now my new XR Roadmap for Immersive Design including narrative. Click here to download it FREE. P.S. If you've already heard about the podcast and prefer video, you can also head over to the D.O.! YT Channel to enjoy the interviews. Would you like to learn how to create immersive experiences or perhaps incorporate them into your profession or business? Great news, Circuit Stream is the only certified Unity institution to teach you how to do this and they are now an official sponsor of the podcast! So if you'd like to learn more about Circuit Stream, you can head over here: CIRCUIT STREAM! You can always find me on Facebook, Instagram, Twitter, LinkedIn & TikTok as @dianaolynick.
This week's Electromaker Show is now available on YouTube and everywhere you get your podcasts! Welcome to the Electromaker Show episode 74! On this week's show we celebrate a decade of the Pi with a beautiful retro build, look at our February Electromaker of the Month winning entries, and review/giveaway a BluesWireless Notecard! Tune in for the latest maker, tech, DIY, IoT, embedded, and crowdfunding news stories from the week. Watch the show! We publish a new show every week. Subscribe here: https://www.youtube.com/channel/UCiMO2NHYWNiVTzyGsPYn4DA?sub_confirmation=1 We stock the latest products from Adafruit, Seeed Studio, Pimoroni, Sparkfun, and many more! Browse our shop: https://www.electromaker.io/shop Join us on Discord! https://discord.com/invite/w8d7mkCkxj Follow us on Twitter: https://twitter.com/ElectromakerIO Like us on Facebook: https://www.facebook.com/electromaker.io/ Follow us on Instagram: https://www.instagram.com/electromaker_io/ Featured in this show: Electromaker of the Month February Winners The Pi is 10! Sol-20 Retro computer uses a Raspberry Pi LimeSDR Mini 2.0 Loko on Crowd Supply BluesWireless Notecard Review and Giveaway Smart necklace recognizes English, Mandarin commands DirtyWave M8 Tracker Maker Music Festival Open Call Introduction to Unity3d with Raspberry Pi
Gate.io Podcast | Bitcoin & Crypto News | Altcoin News Podcast
Gate.io Altcoin Gems Series #13Dragon Kart $KART"Money never sleeps. Thanks for tuning in."Dragon Kart is a 3D racing e-sport game built on the Blockchain platform, developed on Unity 3D technology with the most advanced game backend system.Dragon Kart has an achievement system to motivate players to participate in the challenges of the game and compete to gain worthy achievements and rewards.$KART provides an incentive system to holders, more contribution and participation will get more rewards, a mutually beneficial system where every participant is fairly compensated for its efforts.$KART can only be used within the platform, so most of the 35% of $KART is allocated to game rewards, and the second most allocated 15% to the team.Website: https://dragonkart.com/?ch=podcastkart*Disclaimer: The information presented in this podcast is for informational purposes only. Trading cryptocurrencies comes with high risks, so make sure to do your own research before committing your capital to any investment.Music: BGM (Pixarbay)Gate.io Twitter: https://twitter.com/gate_io/?ch=podcastkartGate.io Telegram: https://t.me/gateio/?ch=podcastkart
Gate.io Podcast | Bitcoin & Crypto News | Altcoin News Podcast
Gate.io Altcoin Gems Series #13Dragon Kart $KART"Money never sleeps. Thanks for tuning in."Dragon Kart Blockchain platform üzerine inşa edilmiş bir 3D e-spor yarışı olup , En gelişmiş oyun arkayüz sistemi ile Unity 3D teknolojisi üzerinde geliştirildi. Dragon Kart, oyuncuları oyunun zorluklarına katılmaya ve değerli başarılar ve ödüller kazanmak için rekabet etmeye motive edecek başarı sistemine sahiptir. $KART sahiplerine bir teşvik sistemi sağlar, daha fazla katkı ve katılım ile daha fazla ödül alınabilir, her katılımcının çabaları için adil bir şekilde tazmin edildiği karşılıklı yarar sağlayan bir system mevcuttur. $KART yalnızca platform içinde kullanılabilir, bu nedenle $KART'ın %35'inin çoğu oyun ödüllerine ve ikinci yüksek dağılım olan %15'i takıma tahsis edilir.Website: https://dragonkart.com/?ch=podcastkart*Feragatname: Bu podcast'te sunulan bilgiler yalnızca bilgilendirme amaçlıdır. Kripto para ticareti yüksek risklerle birlikte gelir, bu nedenle sermayenizi herhangi bir yatırıma yatırmadan önce kendi araştırmanızı yaptığınızdan emin olun. Music: BGM (Pixarbay)Gate.io Twitter: https://twitter.com/Gateio_Turkiye/?ch=podcastkartGate.io Telegram: https://t.me/Gateio_Turkiye/?ch=podcastkart
Gate.io Podcast | Bitcoin & Crypto News | Altcoin News Podcast
Gate.io Altcoin Gems #13Dragon Kart $KART"El dinero nunca duerme. Gracias por sintonizarnos".Dragon Kart es un juego de e-sport de carreras en 3D construido en la plataforma Blockchain, desarrollado en la tecnología Unity 3D con el sistema de backend de juego más avanzado.Dragon Kart cuenta con un sistema de logros para motivar a los jugadores a participar en los desafíos del juego y competir para obtener logros y recompensas dignas.$KART proporciona un sistema de incentivos a los jugadores. A mayor contribución y participación se obtendrán más recompensas, un sistema mutuamente beneficioso en el que cada participante es justamente compensado por sus esfuerzos.$KART sólo se puede utilizar dentro de la plataforma, por lo que la mayor parte del 35% de $KART se destina a las recompensas del juego, y la segunda parte se asigna al equipo con un 15% .Website: https://dragonkart.com/?ch=podcastkart*Descargo de responsabilidad: La información presentada en este podcast es sólo para fines informativos. Operar con criptomonedas conlleva altos riesgos, por favor asegúrese de hacer su propia investigación antes de comprometer su capital en cualquier inversión.Music: BGM (Pixarbay)Gate.io Twitter: https://twitter.com/gateio_es/?ch=podcastkartGate.io Telegram: https://t.me/Gateio_Espanol/?ch=podcastkart
At this IGA Lunch Hour we talk about what it's like as a game developer who is a Hacker versus somebody who thinks a little more deeply. AKA the kind of person who just slaps something together versus the kind of person who does the research and puts things together carefully. Not to ruin the episode, but the answer is: However the heck you be is the right way to be.Come to the next IGA Lunch Hour live every Wednesday at 12pm EST on our Discord channel to be a part of the fun and to be recorded in the next episode: https://discord.gg/gFGAG54WK7
0:00 Intro 0:20 Opening 1:14 MediaMarkt 12:38 Geheim van de goochelaar 14:30 iPhone-schermreparaties 20:48 Zonnepanelen 31:27 Weta-overname 37:14 Intel Alder Lake 48:42 DDR5 56:20 Sneakpeek Deze week praten Wout Funnekotter, Arnoud Wokke, Tomas Hochstenbach en Reinoud Dik over ransomware bij MediaMarkt, flyers van zonnepanelen, schermreparaties aan de iPhone 13, de overname van Weta Digital door Unity 3D, Intel Alder Lake en DDR5-geheugen. See omnystudio.com/listener for privacy information.
For this 3rd day of our Metaverse Week, we interviewed Diego who founded OVR in 2018.We have talked about: Diego’s background and how they developed the product during the bear market.What you can do with the mobile app on iOS and AndroidHow you can buy lands and what you can do with lands.OVR’s new features like enabling assets creation with Unity 3D or a new very accurate geolocalisation feature based on users mapping. It will open real augmented reality use cases. If you want to try the OVR experience, you can visit the website: https://www.ovr.ai/ Subscribe at www.nftmorning.com
Недавно Макс Аршинов проводил опрос в соц-сетях: какие книги стоит посоветовать молодым разработчикам. Мы решили собраться и попробовать прийти к единому мнению. P.S.: к сожалению, книга Рихтера (последнее 4 издание) уже окончательно устарела. Тем не менее, многие главы до сих пор актуальны. Мы часто экспериментируем и нам очень важно Ваше мнение. Поделитесь им с нами в опросе: https://forms.gle/4hqGVg8eoMmQfZPb6 Спасибо всем кто нас слушает. Не стесняйтесь оставлять обратную связь и предлагать свои темы. Shownotes: 0:00:45 Какую книгу стоит читать первой 0:05:07 Что мы ожидаем от Junior Developer 0:12:30 Ненужных знаний не бывает? 0:29:00 Зачем берут на работу Junior Developers 0:47:51 Снова про книги 0:55:42 Какие технологии актуальны для Чебоксарского Сталелитейного Завода 1:11:34 Как готовиться к собеседованиям 1:18:37 Стоит ли учить Clouds 1:28:43 SQL 1:30:34 Unity3d как часть эрудиции .Net разработчика 1:39:00 Xamarin как часть эрудиции .Net разработчика 1:40:00 Фокус на Clean Code 1:44:40 Многопоточность 1:47:16 Заключение 1:57:42 Послешоу Ссылки: - https://docs.microsoft.com/ru-ru/: Главный источник знаний .Net разработчика - https://www.amazon.com/Pro-NET-Core-Foundational-Programming/dp/1484257553: Книга Троелсена - https://www.ozon.ru/product/clr-via-c-programmirovanie-na-platforme-microsoft-net-framework-4-5-na-yazyke-c-rihter-dzheffri-211432904/?stat=YW5fMQ%3D%3D: Книга Рихтера (устарела) - https://www.ozon.ru/product/c-8-0-karmannyy-spravochnik-168021946/: C# 8.0. Карманный справочник | Албахари Джозеф, Албахари Бен - https://www.manning.com/books/c-sharp-in-depth-fourth-edition: C# in Depth, Fourth Edition | Jon Skeet
In this podcast Matt Mirrorfish sits down with Tory Vestergaard and Bryan Mehr of Sirenix, makers of Odin Inspector and Serializer one of the most popular and powerful Unity editor programming extensions on the Unity Asset Store. We talk about how the company got started, some of their ups and downs, what it's like working as a part of the Unity3D ecosystem and more.Purchase Odin on the Unity Asset Store: https://assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041?aid=1100l3e8M (affiliate link)Follow us on Twitter: https://twitter.com/thousandantVisit our website: http://thousandant.com00:00 Intro00:24 - Introduction to Odin02:03 - The Inception of Odin04:08 - The Origin of Odin and Norse Mythology06:41 - Odin's Business Model: A Question of Sustainability14:37 - The Enterprise: A Subscription Model19:01 - The Stigma of a Third-Party Tool21:46 - Tools Adapting to the Current Market Demand24:07 - Generating Profit from Creating Engines and Tools29:12 - The Open Source Initiative36:18 - Unity's Shift to Packages38:23 - Unity's Development First Culture39:43 - Why Is Unity Not Making Their Own Games?42:35 - Unity's Vision43:36 - An Engine Company to Compete with Unity or Epic48;53 - Unity as a Universal Engine55:03 - Software Companies in the Future
Sam Smith is a Customer Success Architect at GitHub, where he helps customers accelerate their DevOps journeys. He is primarily interested in developer productivity with DevOps and GitHub. He is also interested in .NET, Azure PaaS, and game development with Unity3d. Be sure to follow Sam on Social Media https://twitter.com/samsmithnz --- Support this podcast: https://podcasters.spotify.com/pod/show/coffeandopensource/support
My short learnings into Unity 3D, Trying out clubhouse. Time Stamps: [00:00] Ufo Unity [2:10] Clubhouse - Links: Clubhouse Post https://wp.me/pjAJM-1vw --- Send in a voice message: https://anchor.fm/cgboss/message
Le Cloud Gaming n'est pas un jeu sans risque, après un emballement le secteur surfinancé connait ses premiers revers à commencer par Google dont la filiale Stadia a décidé de fermer son studio maison, Amazon de son coté a perdu le patron de UNITY 3D.En France c'est Shadow la startup fondée en 2015 par Emmanuel Freund, Acher Criou et Stéphane Héliot, qui est confrontée à la phase difficile du redressement judiciaire malgré 135 millions d'euros levés auprès d'investisseurs privés comme Marc Simoncini, Pierre Kosciusko Morizet, Philippe Lazare (ancien PDG d’Ingenico) ou encore les fonds d'investissement dont Serena ou la Financière Saint James.Nous recevons Jean Baptiste Kempf, nouveau CTO de Blade, que beaucoup d'entre vous connaissent comme développeur à l'origine de VLC le logiciel de lecture de Video lorsqu'il était étudiant à CENTRALE en 2003, afin qu'il nous présente son projet de reprise de la société Blade / Shadow.
Freya took us from the first levels she designed in Trackmania, all the way to her live coding Flowstorm on Twitch. She explained how her view on GameDev expanded over time. She told us the birth story of Shader Forge and the VR-Game Budget Cuts. She spoke of her burnout and how she finally felt back on her feet, streaming and freelancing in the gaming industry.Here are the links from the show:https://www.twitter.com/FreyaHolmerhttps://twitch.tv/acegikmohttps://youtube.com/acegikmohttps://discord.gg/v5VWugaPluginsShapes https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167Shaderforge https://github.com/FreyaHolmer/ShaderForgeTwitter ThreadsMath Visualisation https://twitter.com/FreyaHolmer/timelines/1215413954505297922FlowStorm 1 https://twitter.com/freyaholmer/status/1187810005011050498FlowStorm 2 https://twitter.com/freyaholmer/status/1245111000271028225CreditsCover Campfire Rounds by Blue Dot Sessions is licensed CC BY-NC-ND 4.0.Your host is Timothée (Tim) Bourguignon, more about him at timbourguignon.fr.Gift the podcast a rating on one of the major platforms https://devjourney.info/subscribeSupport the podcast, support us on Patreon: https://bit.ly/devjpatreonSupport the show (http://bit.ly/2yBfySB)
Después de ponernos al día con los motores de render, sus tipos y familias, cortesía de Rafa Tenorio, nos metemos a fondo con un ejemplo de cómo sacar partido de uno de esos motores, tremendamente popular, como Unreal Engine, de la mano de Julio Faustino Calleja. En el episodio de hoy hablamos del tipo de motores de representación correspondiente a los frameworks diseñados para el desarrollo de videojuegos. Dentro de esta categoría son diversas las opciones, pero hay dos que aglutinan la mayoría de usuarios: Unity 3D y Unreal Engine. Aunque hay defensores y detractores de ambas opciones, el camino recorrido por Unreal Engine es más largo, y esto revierte en un desarrollo más avanzado del framework, pero sobre todo, de una cantidad de recursos notablemente mayor en Unreal que en Unity.
Después de ponernos al día con los motores de render, sus tipos y familias, cortesía de Rafa Tenorio, nos metemos a fondo con un ejemplo de cómo sacar partido de uno de esos motores, tremendamente popular, como Unreal Engine, de la mano de Julio Faustino Calleja. En el episodio de hoy hablamos del tipo de motores de representación correspondiente a los frameworks diseñados para el desarrollo de videojuegos. Dentro de esta categoría son diversas las opciones, pero hay dos que aglutinan la mayoría de usuarios: Unity 3D y Unreal Engine. Aunque hay defensores y detractores de ambas opciones, el camino recorrido por Unreal Engine es más largo, y esto revierte en un desarrollo más avanzado del framework, pero sobre todo, de una cantidad de recursos notablemente mayor en Unreal que en Unity.
Dinis Guarda citiesabc openbusinesscouncil Thought Leadership Interviews
Jomar Reyes is the Founder of Brand Leadership CommunityJomar Reyes has 20 years of international business, traditional and digital marketing experience in leading positions in Australia, Denmark. Jomar's core skills are with taking strategic approaches to business development and marketing working with the latest marketing technologies, for B2B, eCommerce(B2C) and as partner relations manager working in channel marketing with vendors through online, events and branding initiatives.Jomar is the founder and community architect of Brand Leadership Community platform and the main architect in setting up the community, industry relations and partnerships. This platform is part of the DCN Nordic.Jomar Reyes has consulted directly to and advised leading global brands such as Apple, Adobe, Avid, Autodesk, Dell, Sony, HP, Lenovo, Panasonic and Canon to the professional markets with integrated '360' marketing campaigns. In recent years he has consulted and advised on eCommerce operations for B&OPlay, L'Oreal, Philipson Wine, content marketing (Articles and TV Production) for Saxo Bank, analytics strategy for DR and Unity3D.Jomar Reyes Interview Focus1. I want to start with your rich cultural background, Philippine, Australia and Denmark - Nordics2. An introduction from you - background, overview, education... 3. Can you tell us about the film community media festival and documentary work you did in Australia with Ron Cobb. I love that history and how it shows the evolution of cinema and film. Can you tell us about it?4. Can you tell us about the Music Producers Forum?5. Can you tell us about Brand Leadership Community and its focus?6. You have been growing communities, special working with marketing, eCommerce and Brand Leadership in multiple industries. Can you tell us about that and some of your insights in this?7. You are in Denmark, a very advanced digital economy and one of the top most productive countries. The COVID 19 pandemic of 2020 brought on a profound socio-economic impact to the entire world. Not only have businesses been forced to change in their approach but the term customer engagement is quickly evolving with customer expectations shifting, necessitating more intelligent customer interactions. What ways do you see the Nordics and Denmark in this context?About citiesabc.comhttps://www.citiesabc.com/https://twitter.com/citiesabc__Intelligenthq Academy for blockchain, AI courses on https://academy.intelligenthq.com/
Unity Software 是手遊市佔60%的遊戲引擎,最賺錢的前百大遊戲開發公司,有94家是Unity的客戶。但這家公司其實從遊戲中抽成獲利的比例極低,為的是一個更遠大的夢。 讓更多開發者一起加入,一個造未來虛實整合宇宙的夢。 方格子詳細圖文:《不只是遊戲,Unity 在造未來虛實整合宇宙的引擎》 IEO 方格子一年 $1300 加送一個月訂閱優惠方案: https://ieobserv.com/Vocus1300 Telegram財經聊天室: https://t.me/IEObserve Facebook:https://lihi1.com/pacxO Instagram: https://ieobserv.com/instagram 合作邀約請到FB粉專私訊,或是email到 intleconobserve@gmail.com
In this episode of the Thousand Ant Podcast Matt Mirrorfish speaks with Jason Storey who you may have seen on Infallible Code, Jason Weimann's channel and many other respected channels of the Unity Gamedev sphere. He's also active on the Thousand Ant Discord, along with many others, in particular that of Infallible Code if you want to interact with him on there. Jason brings a great and thoughtful perspective to the topics of Unity3d, game development, coding and writing good C# code specifically for Unity. It was a real pleasure to have him on and hopefully you enjoy the chat!0:00 Intro / Design Patterns17:14 Working with other people's code24:56 Agile Game Development26:11 The Lean Startup in Games30:40 Unity Build time optimization37:00 Architectural structure for games vs enterprise46:00 Which is the best C# editor for Unity57:41 Programming: thinking or typing54:46 Game Design Documentation using Nuclino 1:00:00 Common Coding Challenges1:01:00 Preemptive architecture1:03:00 Writing Code that make your Games better1:06 Good Player experience1:10 How Smart should AI be in games?1:12 Games as an artform/ Building an experience vs building a level1:14 Applying other fields in game development1:14 How interdisciplinarity can make you a better game developer---Learn Unity and game development with experienced indie game developers. Subscribe for tutorials, devlogs, and gamedev advice uploaded weekly.Visit us on Discord, ask questions and share your work: https://discord.gg/AGHZvCfFollow us on Twitter: https://twitter.com/thousandantVisit our website: http://thousandant.com
In this game dev podcast with Matt Mirrorfish and Sam Eng of Thousand Ant we talk about making indie games in Unity3d, game design and the progress on both of our indie game projects Skate Story and Untitled Cute Space Game. We also take a look at the release notes for the Unity 2020.2 beta, talk about giant hamburgers, skate videos and a whole lot more. You can listen to the audio here and if you're interested in watching this as a video, it's available on our YouTube channel linked below.---Learn Unity and game development with experienced indie game developers. Subscribe for tutorials, devlogs, and gamedev advice uploaded weekly.Subscribe to the Thousand Ant YouTube: https://www.youtube.com/c/ThousandAntVisit us on Discord, ask questions and share your work: https://discord.gg/AGHZvCfFollow us on Twitter: https://twitter.com/thousandanthttps://twitter.com/mattmirrorfishhttps://twitter.com/bysamengVisit our website: http://thousandant.com
This is TIC TEK TOE episode 017. In today's show, Marcel drags Evan into the rabbit hole he's been exploring for the last couple of weeks. After fighting to get his Roblox on under Windows, not to mention Unity 3D development work for world development on the Oculus Quest, Marcel decides to stop fighting and give in to the dark side, setting up a Windows machine and plugging his nose. All is not lost however, as Marcel tries to make his Windows system look and behave more like a Linux system. Is this the end of the world? Will lightning strike our heroes? Has Hell frozen over? Listen and find out. --- Send in a voice message: https://anchor.fm/tic-tek-toe/message
В пятом выпуске подкаста Javaswag поговорили с Олегом Чирухиным. Поговорили о процессе написания статей на Хабр, о Джава-дайджесте, архитекторстве в Сбербанке, подкастинге, ютюбе, разработке игр. 00:00:00 Приветствие 00:00:56 5-ый в рейтинге Хабра, как так получилось? 00:02:30 2,5 часа на редактирование текста статьи 00:05:45 “После двух часов редактирования статьи остались только картинки” 00:06:50 “У меня есть вся мощь кампании JUG.RU” 00:08:15 Как сделать смешной мем? У меня есть бонусы - я работаю джава-программистом. 00:11:00 Почему пишешь на Хабр то своего имени? 00:12:05 Архитектор в Сбербанке 00:15:40 Что делает в течении дня архитектор? 00:17:20 Стэк Сбера на 2016 год - GridGain 00:20:15 Что такое ин мемори датагрид? 00:22:10 Госуслуги, PHP 00:27:57 PHP - бдсм искусство 00:30:30 GameDev это сложно. По своей инициативе спал на кухне с палаткой. Истории из Uncharted 00:36:30 Россия - страна победивших казуальных игр 00:37:30 Посты с DTF. Книги: “The Art of Game Design: A Book of Lenses”, “Кровь, пот и пиксели. Обратная сторона индустрии” 00:43:00 Почему на конференциях мало докладов о GameDev? 00:46:00 История про гейм-девелопера, который сидел на шее у своей девушки 00:48:35 Выступление на JBreak 2017 00:54:00 Переход JUG.RU. Паттерны написания статьи. 00:63:00 Джава-дайджест 00:67:07 Джош Лонг - машина для производства подкастов. Три состояни Джоша: спит, готовит доклад, кодит. 00:70:00 Майстоуны из Джава дайджеста, как за всем этим следить? Eclipse Ditto https://www.eclipse.org/ditto/index.html 00:77:03 Аудиозапись “Почему я перестал читать новости”. “Чтение не важный скил, слушание подкастов не важный скил, чтение того что нужно и отказ от того что не нужно это важный скил. Поход на научную школу/конференцию тоже не особо важный скил” Какой важный скилл для тебя? 00:78:30 Как писать о технологиях, которые не нравятся? 00:81:35 “Сегодня у Олега в дайджесте, а завтра у джуна в продакшене” 00:83:40 “Читать все новости подряд глупо, превращать их в дайджесты глупо”. Пропал джава-дайджест. Новый формат джава-дайджеста. 00:87:03 Любимый джава-стек: спринг-бут, sqlite. “Чем меньше всяких церемоний, чем меньше хибернейта над хибернейтом, тем лучше. Начиная с какого-то количества хибернейтов друг на друга накрученных проект уже обречен. Просто вы еще об этом не знаете.: 00:89:05 Куда пропали встречи JUG в Санкт-Петербурге? 00:91:20 Что изменилось у тебя в работе с 2017 года? “У меня номер на майке -23, сейчас нас человек 75” 00:94:10 20 докладов на конференции много или мало? 00:97:00 Подкасты, Ютьюб. Подкаст Витая пара http://tpair.org/. Разбор Полетов - что с ним? Новый подкаст - https://bitcask.live “Люди приходят в подкаст и начинают расползаться мыслью по древу.” 00:107:00 Youtube-видео. Подкатываем к тёлкам яйца вместе с Unity 3D Человек ведро и энергетики https://youtu.be/8BBZnmOf0cI?t=467 Человек ведро Начало https://youtu.be/8BBZnmOf0cI?t=1263 Мотивация для Юнити разработчика https://youtu.be/8BBZnmOf0cI?t=2149 Человек ведро https://youtu.be/8BBZnmOf0cI?t=3799 Человек ведро на танцует https://youtu.be/8BBZnmOf0cI?t=3911 Человек ведро играет в игру https://youtu.be/8BBZnmOf0cI?t=4327 Человек-ведро покупает вино https://youtu.be/8BBZnmOf0cI?t=2787 00:141:35 Ютуб стримы по 4 часа. Жизнь стримера. Ачивка на Твиче Like clockwork за ежедневный стриминг в течение месяца. Стриминг - это работа. Youtube канал Олега - https://youtube.com/javawatch Telegram канал - https://t.me/javawatch Доклады Олега https://www.youtube.com/watch?v=TJUiTA-BluI JBreak 2017 - Олег Чирухин — Девопс: теперь Java не тормозит https://www.youtube.com/watch?v=hnadkXBIC1k JPoint 2018 - Олег Чирухин — Graal, Value Types, Loom и прочие ништяки 17 сент. 2018 г. https://www.youtube.com/watch?v=lH4H0LEAo9g Олег Чирухин — GraalVM Всемогущий Гость - https://twitter.com/olegchir Телеграм канал https://t.me/javaswag Чат https://t.me/javaswag_chat Голос подкаста - https://t.me/volyx Продакшн подкаста - https://t.me/pahaus
Unity 3D app design, IDEA Lab, student driven innovative initiatives --- Support this podcast: https://anchor.fm/the-virtual-reality-podcast/support
En este episodio analizaremos cómo JavaScript se ha introducido en el mundo de los vídeojuegos y cómo podemos empezar a programar juegos con JavaScript, no sólo para el navegador (gracias a HTML5), sino también para consolas tales como XBOX, PlayStation, etc. gracias a Unity 3D que tiene soporte nativo para JavaScript.
The Hololens SDK edition is out - are you ready to write some code? Carl and Richard talk to Rene Schulte at NDC Oslo about his work building apps for the Hololens. The conversation explores the differences in virtual reality and augmented reality and the huge number of possibilities out there for Hololens. Rene talks about what it's like to develop for Hololens, discussing the relative merits between writing code in Unity3D and the Universal Windows Platform (XAML!) - it's all C# in the end! There's as much to discuss about the capabilities of Hololens as there is to talk about the potential solutions it can generate. There's a lot to think about!Support this podcast at — https://redcircle.com/net-rocks/donations
The Hololens SDK edition is out - are you ready to write some code? Carl and Richard talk to Rene Schulte at NDC Oslo about his work building apps for the Hololens. The conversation explores the differences in virtual reality and augmented reality and the huge number of possibilities out there for Hololens. Rene talks about what it's like to develop for Hololens, discussing the relative merits between writing code in Unity3D and the Universal Windows Platform (XAML!) - it's all C# in the end! There's as much to discuss about the capabilities of Hololens as there is to talk about the potential solutions it can generate. There's a lot to think about!Support this podcast at — https://redcircle.com/net-rocks/donations
Virtual Reality is here, and there are choices! Carl and Richard talk to Jason Weimann about the HTC Vive, the competitor to the Oculus Rift. Jason talks about how the two devices are similar and how they are different. And one place they are similar is the programming model - it's all about Unity3D. The conversation focuses in on what it takes to really learn Unity - you're working in Visual Studio with C#, but the platform and tooling are quite a bit different. And don't worry too much about 3D art, there are tons of free assets! VR is here, are you ready?Support this podcast at — https://redcircle.com/net-rocks/donations
Virtual Reality is here, and there are choices! Carl and Richard talk to Jason Weimann about the HTC Vive, the competitor to the Oculus Rift. Jason talks about how the two devices are similar and how they are different. And one place they are similar is the programming model - it's all about Unity3D. The conversation focuses in on what it takes to really learn Unity - you're working in Visual Studio with C#, but the platform and tooling are quite a bit different. And don't worry too much about 3D art, there are tons of free assets! VR is here, are you ready?Support this podcast at — https://redcircle.com/net-rocks/donations
What does Virtual Reality and XAML have to do with each other? Carl and Richard talk to Laurent Bugnion about his work around building virtual reality software. The challenge, as Laurent puts it, is the whole 3D issue. Building 3D software is tricky, and the tooling is hugely important. The conversation turns to tools like Unity3D, which is very popular in the 3D space. But can XAML do the job? What is the development experience like? What can you build and how do you test it? And what can we really do with virtual reality beyond gaming? Great conversation with a guy who's built a ton of awesome software!Support this podcast at — https://redcircle.com/net-rocks/donations
What does Virtual Reality and XAML have to do with each other? Carl and Richard talk to Laurent Bugnion about his work around building virtual reality software. The challenge, as Laurent puts it, is the whole 3D issue. Building 3D software is tricky, and the tooling is hugely important. The conversation turns to tools like Unity3D, which is very popular in the 3D space. But can XAML do the job? What is the development experience like? What can you build and how do you test it? And what can we really do with virtual reality beyond gaming? Great conversation with a guy who's built a ton of awesome software!Support this podcast at — https://redcircle.com/net-rocks/donations
Can you really built virtual reality apps in .NET? You bet! Carl and Richard talk to Matthew Wilson about his work with Novus-Res, building VR apps for businesses. The conversation ranges over the typical hardware set - primarily focused on the Oculus Rift. Matthew talks about the different skills and tools needed to build a VR space, including 3D modelling. But when it comes to programming, Unity 3D leads the way, and you can write C# with Unity! What makes sense as a VR app? How do you keep folks from getting motion sick, and really make the VR experience real? Lots of cool thinking here, and we're still at the beginning!Support this podcast at — https://redcircle.com/net-rocks/donations
Can you really built virtual reality apps in .NET? You bet! Carl and Richard talk to Matthew Wilson about his work with Novus-Res, building VR apps for businesses. The conversation ranges over the typical hardware set - primarily focused on the Oculus Rift. Matthew talks about the different skills and tools needed to build a VR space, including 3D modelling. But when it comes to programming, Unity 3D leads the way, and you can write C# with Unity! What makes sense as a VR app? How do you keep folks from getting motion sick, and really make the VR experience real? Lots of cool thinking here, and we're still at the beginning!Support this podcast at — https://redcircle.com/net-rocks/donations
So what about building apps with Unity 3D? Carl and Richard talk to Brice Fernandes about what it takes to build using this cross-platform 3D framework. Brice talks about the important elements of gaming, including the art, user experience and game play itself. You need all three to some degree, great games do all of them well. The conversation digs into the variety of styles of games and the strengths and weaknesses of Unity in those different roles. Could you build things other than games in Unity? Yes, but would you want to?Support this podcast at — https://redcircle.com/net-rocks/donations
So what about building apps with Unity 3D? Carl and Richard talk to Brice Fernandes about what it takes to build using this cross-platform 3D framework. Brice talks about the important elements of gaming, including the art, user experience and game play itself. You need all three to some degree, great games do all of them well. The conversation digs into the variety of styles of games and the strengths and weaknesses of Unity in those different roles. Could you build things other than games in Unity? Yes, but would you want to?Support this podcast at — https://redcircle.com/net-rocks/donations
From episode two of Mainly Mobile, we bring back Greg Johnson, creator of Laser Larry! We catch up with Greg and discuss how the last couple months have been since his decision to publish his game on both iOS and Android devices. Greg shares his journey of switching to Unity 3D for programming his game from the ground up, with the advantages of doing so, and some of the challenges. With this new decision, we get an updated road map for production, and look forward to playing this game on Android devices! If you have an iOS device, check out the free alpha build of Laser LArry on the app store: http://itunes.com/apps/laserlarry Let him know what you think @LaserLarryGame, or laserlarrygame.com