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Andrew Davis
Andrew Davis

Chrome Engine 5 - Level Editor 22


The Earth Engine (EE) Code Editor at code.earthengine.google.com is a web-based IDE for the Earth Engine JavaScript API. Code Editor features are designed to make developing complex geospatial workflows fast and easy. The Code Editor has the following elements (illustrated in Figure 1):




chrome engine 5 - level editor 22



The Scripts tab is next to the API Docs in the left panel of the Code Editor. The Script Manager stores private, shared and example scripts in Git repositories hosted by Google. The repositories are arranged by access level, with your private scripts stored in a repository you own in the Owner folder: users/username/default. You (and only you) have access to the repositories in the Owner folder unless you share them with someone else. The repositories in the Writer folder are repositories for which write access has been granted to you by their owner. You can add new scripts to, modify existing scripts in, or change access to (you may not remove their owner) the repositories in the Writer folder. The repositories in the Reader folder are repositories for which read access has been granted to you by their owner. The Examples folder is a special repository managed by Google which contains code samples. The Archive folder contains legacy repositories to which you have access but have not yet been migrated by their owner from an older version of the Script Manager. Search through your scripts using the filter bar at the top of the Scripts tab. Figure 2. The Script Manager. Click the button to create a new repository in the Owner folder or to create folders and files within a repository. You can rename scripts with the edit icon and delete them with the delete icon. You can move scripts and organize them into folders using drag and drop (Figure 2). If you drag a script to another repository, it gets copied.


Repositories can be accessed using Git, so you can manage and edit your scripts outside the Code Editor, or sync them with an external system like GitHub. (Learn more about Git from this tutorial). Click on the settings icon next to the repository name for instructions on cloning the repository. Note that you can browse the repositories to which you have access by going to earthengine.googlesource.com. For some Git operations, you may need to create authentication credentials by going to the Generate Password link at the top of the earthengine.googlesource.com page.


You can use the URL parameter ?scriptPath=repo:script to share a reference to a file in your repo, e.g. =users/username/utils:utils. Upon visiting the URL, the referenced file and its repo will be added to either the Reader or Writer directory on the Scripts tab, depending on your permission level for the shared repo.


Use the Layer Manager in the upper right corner of the map to adjust the display of layers you added to the map. Specifically, you can toggle the visibility of a layer or adjust its transparency with the slider. Click the settings icon to adjust visualization parameters for individual layers. The visualization tool that appears (Figure 6) allows you to interactively configure layer display parameters. Click the button on the right of the tool (which performs a Custom stretch to the supplied min and max range by default) to linearly stretch the display to either percentiles or standard deviations of image values in the display window. Statistics are computed from all the pixels in the Map window at the current zoom level. Use the sliders to adjust gamma and/or transparency. Click the Palette radio button and specify a custom palette by adding colors (add), removing colors (remove) or manually entering a comma separated list of hex strings (edit). Click Apply to apply the visualization parameters to the current display. Click Import to load a visualization parameters object as a new variable in the imports section of your script.


The Inspector tab next to the Task Manager lets you interactively query the map. When the Inspector tab is activated, the cursor becomes a crosshair which will display the location and layer values under the cursor when you click on the map. For example, Figure 7 shows the results of clicking on the map with in the Inspector tab. The cursor location and zoom level are displayed along with pixel values and a list of objects on the map. The objects list is interactive. To see more information, expand the objects in the Inspector tab.


This dataset provides polygons of nested, hierarchical watersheds, based on15 arc-seconds (approx. 500 m at the equator) resolution raster data.The watersheds range from level 1 (coarse) to level 12 (detailed), using Pfastetter codes.


Next 2 digits define the Pfafstetter level (01-12). The value '00' is used for the'Level 0' layer that contains all original sub-basins and all Pfafstetter codes (atall levels); 'Level 0' only exists in the standard format of HydroBASINS(without lakes).


Sitelinks created at higher levels of your account hierarchy are eligible to serve with sitelinks created at lower levels when they're predicted to improve your performance. For example, if you have sitelinks at the campaign and account level, your account level sitelinks will be eligible to serve alongside the sitelinks defined at the campaign-level.


The Security Command Center project-level activation feature is generally available. The feature lets you enable Security Command Center for individual Google Cloud projects yourself in the Cloud console. Billing for project-level activations of Security Command Center is based on resource consumption in the project and uses a pay-as-you-go billing model.


Stretched private clouds are now available in the australia-southeast1 (Sydney) Google Cloud region. Stretched private clouds enable you to stretch your vSphere/vSAN clusters across Google Cloud zones and protect against zone level failures. This functionality enables high levels of availability for business critical applications.


The Page-level Optimization model is now generally available. Page-level Optimization extends Recommendations AI from optimizing for a single recommendation panel at a time to optimizing for an entire page with multiple panels. The Page-level Optimization model selects the contents for each panel and determines the panel order on your page. For more about this feature, see Page-level Optimization.


The fifth incarnation of Chrome Engine, a proprietary 3D game engine developed by Techland. Chrome Engine 5 supports Microsoft Windows, Xbox 360, and PlayStation 3, and its the last version of the engine before the brand new next-gen Chrome Engine 6.


Now that we have a sense of how our game engine will run, we want to be able to put together maps/levels in as quick and easy way as possible. Obviously, editing the map data by hand is about as painful as a rusty saw to the gut, so having a way to visually compile maps with the added convenience of mouse interactions is going to help immeasurably.


A level editor does not need to be as optimised as the game engine and, in simple cases, actually works more like an app, so we can use a lot more maintainable, structured code. A lot of its operations will be infrequently run and are often fine to take several seconds (e.g. exporting level data). Ideally, we would also like it to handle changes effectively. There is every chance that level structures and images will change over the course of development. If we had to rebuild an entire map every time we made some minor alterations, we would not be happy bunnies.


This list is a sort of level editor MVP, if you like. Though, even with this list there are some conveniences, like a map selector (That could easily be a variable in the code which you change and then reload the page).


Personally, I find this odd as I would think that would be incredibly limiting and prone to problems if the tileset ever changes (which it will). Since a level editor is a sort of build step, it makes more sense to me to use the individual tile images as separate images and have the editor create the final spritesheet on export. Or is it just me?


Valve Hammer Editor (more informally known as Hammer, and previously called Worldcraft) is the official mapping tool for the GoldSrc, Source and Source 2 engines (which most newer Valve games run under). It is also included in every game made with Source Engine that is not a mod. In this page, the history of the mapping tool is documented.


Highlights:The editor has been given a facelift, with a completely rewritten OpenGL renderer for the 3D views. This enables the addition of engine rendering code for previews of such things as sprites and glow effects. Texturing, normally the most time-consuming aspect of mapmaking, has also been streamlined. And, a number of other productivity-enhancing features have taken the most common hitches out of mapmaking.


Valve Hammer Editor 4.x, provided as a component of the Source SDK, is the official Source mapping tool. Apart from the construction of level architecture, Valve Hammer Editor 4.x is also heavily involved with creating level events and scripting.


The level editor is called ChromEd. It was included in some game releases from Techland, like in Chrome (ChromEd from Chrome Engine 1, including manual), Call of Juarez (ChromEd from Chrome Engine 3, including manual), Call of Juarez: Bound in Blood (ChromEd from Chrome Engine 4)[2] and Xpand Rally[3].


Little is currently known about the new exploit, with Google saying that "Access to bug details and links may be kept restricted until a majority of users are updated with a fix." Consequently, all the company is prepared to disclose is the threat level, tracker, area of exploitation and source:


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