"As more software-intensive Arm-based HPC, 5G, GPU, AI and automotive applications are developed, there is an increasing demand for faster emulation and accelerated verification, and we continue to work closely with Synopsys to address that need for our mutual customers." "Computing innovation is happening at a rapid pace across the Arm partner ecosystem," said Tran Nguyen, senior director of design services, Arm. Based on proven Synopsys DesignWare ® IP, they support PCIe, CXL 2.0, Ethernet, USB, SATA, Display port as well as 5G testers, networking testers and customer specific hardware. ZeBu Speed Adapters connect ZeBu emulation systems to real-world environments for in-circuit emulation (ICE) use cases. ZeBu Simulation Acceleration technology with unified testbench and design compile, and speed optimized protocol transactors provides 100x speed up for simulation for faster RTL regression performance and environment bring up. ZeBu Virtual Host and Device models for PCIe 5.0, USB3, SATA, Ethernet, and NVMe enable validation of host to device software stack with real OS, driver, and application software of complex SoCs. ZeBu Hybrid Emulation with Virtualizer ® virtual prototyping, supported by an extensive library of virtual processor, memory and interface models, delivers 70-100x throughput gain for OS boot enabling more complex software validation and earlier tape-out. ZeBu System Level Debug, the proven approach to efficiently debug complex SoC with billion-cycle software workloads, leveraging high-bandwidth host interface for continuous data streaming and deterministic replay for eliminating redundant emulation runs. ZeBu Empower emulation system, the industry's first SoC power-aware emulation system, enabling multiple iterations per day with actionable power profiling in the context of the full design and its software workload. ZeBu EP1, the industry's first 10 MHz emulation system, utilizing Synopsys' proven direct-connect architecture, optimizes design communication to accelerate hardware and software verification for SoC designs of up to 2 billion gates. ![]() The collaboration between Synopsys and Xilinx drives continued innovation on FPGA compile, runtime performance and at-speed debug.Īs part of Synopsys Verification Continuum ® Platform, ZeBu is the industry's highest-performance, highest-throughput emulation platform and supports a comprehensive range of use cases. Synopsys' latest generation emulation and prototyping systems incorporate the Xilinx Virtex UltraScale+ VU19P device. As electronics companies have been investing in fast emulation and prototyping farms to accelerate software-bring up, SoC verification and system validation, Synopsys verification hardware has emerged as the industry market leader. ![]() To keep up with its customer's growing SoC size, rising software complexity, stringent power requirements and increased chip-to-chip and external communication requirements, Synopsys relentlessly innovates in emulation to deliver breakthrough performance, industry-leading hardware-software power verification, unique system-level debug capabilities, comprehensive hybrid emulation solutions and the widest range of virtual interfaces. The unique fast emulation capability in ZeBu is enabling electronics companies to develop and verify the most advanced SoCs with full software stacks." "ZeBu EP1 represents the convergence of multiple hardware and software technologies to deliver breakthrough performance and debug. "We continue to accelerate innovation for our verification hardware by collaborating with industry-leading customers," said Manoj Gandhi, general manager of the Verification Group at Synopsys. In addition, the unique power-aware emulation, system-level debug, hybrid emulation and virtual host and device capabilities in ZeBu accelerate SoC product readiness across both hardware and software domains. The new ZeBu ® EP1 emulation system leverages Synopsys' proven direct-connect architecture to optimize design communication and deliver unprecedented emulation performance. (Nasdaq: SNPS) today announced disruptive innovations in emulation delivering 10 MHz performance to speed hardware and software verification of complex system-on-chips (SoCs) in areas such as high-performance computing (HPC), 5G, GPU, artificial intelligence (AI) and automotive.
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So we thought we'd try and do Stronghold in two parts, and Crusader is effectively part two." The Second ComingĪnd part two is the best description for it, because Crusader is much more than an expansion, yet doesn't add quite enough to qualify as a new game altogether. "But as back in 1998 we wanted to do a really good castle sim game to come out in 2001, we couldn't do the skirmish side as well because it would have taken an extra year of work and budgeting. "We always wanted to do an awesome skirmish game," explains Simon Bradbury, director at Firefly Studios. requiring more consistent attention and non-greasy fingers, as it revolves around multiple opponents and frantic skirmish gameplay. Stronghold: Crusader, on the other hand, is more of a Pot Noodle RTS. A bacon sandwich RTS, as I like to call them - one that isn't overburdened by micromanagement, allowing you you take time to sit back and munch your plate of bacon sarnies. and c) that it was all the little details that made Stronghold such an entertaining RTS. This told me a) I'd been playing the game for far too long, b) so had he. I once correctly identified that a PCZ caller was playing Stronghold by hearing the gentle mooing of cows in the background. The game itself also was rated because it provided a range of interesting Lords to pick from, all of which could provide a slightly different kind of experience compared to the others. The campaign was well-liked, too, with enough variety in the levels to help keep things interesting enough from level to level. The game was well loved because it provided a simple way to enjoy either a siege as the attacker, or holding off your fort from being overtaken. At the time it was praised for its graphics (though obviously dated by todays standards), and most found it to be an intriguing title that improved on more or less every part of the original game in terms of its style. 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![]() To see how the polycount looks we can enter the Edit Mode pressing the Tab key with the mesh still selected. Now that the position and orientation are fixed, we need to be sure its overall quality is not going to take too many resources. ![]() ![]() This will automatically remove any squary/sharp angle from the model, resulting in a bad-looking figure once imported. If the model is too big or too small, you can scale it with the S key and mouse drag.īefore doing anything else I would open the Object menu on top and select Shade Smooth. You can zoom in and out with the mouse wheel, – and + from your Numpad, or using the little magnifying glass icon on the right. In alternative you can just pick the rotation tool on the left and do it all manually. If the model is still not facing you, rotate it once again with R > Z > type 180. Use the 3D cursor point as reference for the re-positioning if it’s not centered as it should be. You want it to be at the center of the scene, with the middle button of your mouse you can rotate the viewport for a full exploration and check where the model is actually standing. Right-click on the loaded mesh to confirm your selection and use the R key to activate the rotation feature, then type -90 from the Numpad in order to bring the character into a vertical position, press Enter to validate it.įrom the selection on the left, pick the Move tool (the four arrows icon, third button) and drag the model up/down so that the feet will meet the red line perfectly. Sometimes the model may load with a wrong orientation and that must be corrected. You need to create an account to use the site, but you can find a lot of free models offered to you by incredibly talented 3D creators and store them into collections for an easy find.ĭepending on the type of scene you want to create, I highly recomment to search for human scans first. If you cannot model 3D characters or objects from scratch, you can start off downloading useful royalty-free models from Sketchfab. This is exactly what the Import option is made for it allows you to load any properly converted model for your needs in order to expand your imagination and create an infinite number of unique environments. FlowScape even has animated dragons, creatures and animals, but there is a total lack of humanoid characters and urbanistic elements for modern scenes like cities. For example, we got a bunch of nature elements such as trees, grass, water, rocks and flowers, along with many useful items like fantasy themed furnishing or platforms. If you are into level design and already know about FlowScape, chances are you may want to use different 3D models in addition to what the tool already offers. Warning: Long and technical documentation ahead! Today I’m offering you a complete tutorial which will explain in detail how to import additional content into FlowScape, specifically from Sketchfab using Blender. In my previous FlowScape article I briefly talked about the possibility of loading custom 3D models into the level editor. ![]() At one point in the process the curves of the building changed almost from week to week, utilizing SketchUp and CAD allowed us to iterate very quickly. When that same project kicked-off SD, we used SketchUp at various scales, from urban to interior. In one recent design competition, a large team concurrently explored and crafted the design using a wide variety of tools and media – hand sketches, diagrams, physical models, SketchUp for massing, CAD and Illustrator for plans and sections, and Photoshop collages for “rendering.” My point here is that each tool allowed different avenues of exploration to occur while staying in one primary medium would probably have held us back. ![]() I focused my discussion on the first of these tasks, and posed the question:Īt Payette we do use occasionally use Revit in competitions. Presentation – “selling” a design for client meetings and front-end businessĭocumentation – drawing and creating packages of deliverables In my presentation I explored the workflow of our software use at Payette and for me it breaks down into three main tasks:Įxploration – coming up with concepts, testing ideas and options However the next release will allow editing in perspective mode.
The focus moves to the Template Text area.įrom the Expand with list, choose the key to expand the template with. On the Live Templates page opens, expand the Zen HTML, Zen CSS, or Zen XSL template group and select the desired template. On the Emmet page that opens, choose the new expansion key instead of the default Tab from the Expand abbreviation with list.Ĭonfigure expansion keys for Emmet live templates Configure the expansion key for native Emmet abbreviations Note, that this custom setting does not override the default setting for native Emmet support you will just get the ability to expand the template using either of these keys. For additional live templates, PhpStorm lets you re-define the default expansion key. In the Edit Template Variables dialog that opens, specify the default variable values in the Default value field and select the Skip if defined checkbox where necessary.īy default, Emmet native abbreviations and additional live templates are expanded by pressing Tab. In the Template Text field, add the required text and variables to the template body.Ĭlick the Edit Variables button. When you select a template in the list, the focus moves to the Template Text area where the fields show the settings of the selected template. On the Emmet page, select the checkboxes next to the templates you want to use. Press Ctrl+Alt+S to open the IDE settings and select Editor | Live Templates. The ATTRS variable must have an empty string as the default value and should be skipped. Suppose you have a template entry with the following template text: PhpStorm lets you use and customize Emmet live templates, or you can add your custom templates. ![]() Use the controls on the Emmet page to configure Emmet in various language contexts. To enable or disable Emmet in a specific language (HTML, CSS, or JSX), go to Editor | Emmet | and toggle the Enable Emmet checkbox. On the Emmet page that opens, choose the key to expand Emmet abbreviations with, by default Tab is selected. Press Ctrl+Alt+S to open the IDE settings and select Editor | Emmet. With PhpStorm, you can use native Emmet templates plus more than 200 additional HTML, CSS, and XSL live templates that are listed under the Zen CSS, Zen HTML, and Zen XSL nodes on the Editor | Live Templates page of the IDE settings Ctrl+Alt+S.
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