Post by joitarani333 on May 2, 2024 6:01:30 GMT
A sophisticate technology for producing thin films with memory on a flexible biocompatible substrate was create a bench was develope for testing mechanical ferroelectric properties. The device could become a memory prototype for wearable meical electronics. The technology test bench use will help create new elements of flexible electronics improve existing memory devices. The work was carrie out with financial support from the Russian Science Foundation project No. . Tags flash memory Hubs Popular Science Biotechnology Drives Nanotechnology simulator in Unity Average minutes e Working with D graphics Game development Unity.
Astronomy Case Several years ago I worke on a project to implement a realistic space simulator Restaurant Email List in Unity. This is a rather nonstard use of the engine during the work various specific problems were solve one of which was ensuring the correct rendering of objects on a cosmic scale. I would like to share this experience with the community. The theme of space is quite popular in computer games but is usually represente only by the setting decoration or static background for what is happening in the foreground.
Realistic space implying the huge size of objects colossal distances between them is not found so often usually in fairly niche products like the game Kerbal Space Program or in interactive planetariums like SpaceEngine. In my opinion there are two main reasons for this. Firstly realistic space is difficult to fit into dynamic gameplay secondly it has certain technical difficulties in implementation. Ill leave the first question to the game designers try to talk about the technical side of the issue specifically about the problems of rendering in such projects.
Astronomy Case Several years ago I worke on a project to implement a realistic space simulator Restaurant Email List in Unity. This is a rather nonstard use of the engine during the work various specific problems were solve one of which was ensuring the correct rendering of objects on a cosmic scale. I would like to share this experience with the community. The theme of space is quite popular in computer games but is usually represente only by the setting decoration or static background for what is happening in the foreground.
Realistic space implying the huge size of objects colossal distances between them is not found so often usually in fairly niche products like the game Kerbal Space Program or in interactive planetariums like SpaceEngine. In my opinion there are two main reasons for this. Firstly realistic space is difficult to fit into dynamic gameplay secondly it has certain technical difficulties in implementation. Ill leave the first question to the game designers try to talk about the technical side of the issue specifically about the problems of rendering in such projects.