Games PC Ghost Recon - Avanced
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Tom Clancy's Ghost Recon: Advanced Warfighter [PC Game]Developed by Red Storm Entertainment - Ubisoft Entertainment (2006) - Squad-Based Shooter - Rated Teen
The elite "Ghost" operatives embark on a dangerous mission close to home, in this third full-fledged addition to the Ghost Recon series of squad-based shooters. The title's "advanced warfighter" alludes not only to raw talent and rigorous training of the special ops agents under the player's command, but also to a distinctive set of cutting-edge equipment, known as the "Integrated Warfighter System" (IWS), which these agents can use to perform field analysis... Read more
Details
Platform: PC
Developer: Red Storm Entertainment
Publisher: Ubisoft Entertainment
Release Date: May 2, 2006
Controls: Keyboard, Mouse
UPC: 008888682806
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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(English)Games PC Ghost Recon-avanced, size: 426 KB |
Games PC Ghost Recon - Avanced
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Tom Clancy& 39;s Ghost Recon Future Soldier DS PC PS3 PSP ...
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| jabaltie |
1:35am on Thursday, March 25th, 2010 ![]() |
| ****Final Fantasy x-2 **** Having played and completed several final fantasy games when this one came out i had to buy it. | |
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Documents

Ghost Recon Advanced Warfighter Game Types by Ick
For XBOX 360 game console Version Includes download content pack #1
Tuesday, July 04, 2006 THIS CHART IS LIKELY OUTDATED. Always check www.ick.bz for the most recent version of the list. Order Snow
Co-op Elimination Campaign: Mission Last Man Standing Territory: Defend Elimination: Firefight Objective: Recon Seek & Destroy
Solo Territory Objective Hamburger Hill
Elimintaiton Last Man Standing
Territory
Team Objective Search & Rescue
Battle Not in GRAW Team Blind Siege
Hamburger Hill Siege (# bases vary) Capture the Flag
Bounty Hunter
Assassination
Sharpshooter
Map Name Desert Gultch Rocky Cove Fishing Village Bone Yard Dry Dock Nowhere Fishing Village Sunset Nowhere Night Old Town Wharf Treasury Temple Old Town Morning Wharf Day Coffee Plantation Shipping Port River Depot Jungle Mines Coffee Plantation Evening Shipping Port Sunset River Depot Day Jungle Mines Evening
Suggest # of players Distinguishing Features
Small and sunny Medium and well lit Medium and well lit Small and sunny Large and Rainy/Dark Medium and well lit Medium and well lit Medium and dark Large and well lit Large and dark Huge and well lit Medium and well lit Large and dark with haze Large and well lit Large and well lit Huge and dark Large and wel llit Medium and well lit Large and well lit Hube and well lit Larrge and wel llit Medium and dark
Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y
Y Y Y Y Y Y Y Y
Not in GRAW
Y Y Y Y
Armor Strike
Team Battle
Rain or Fog
Domination
Flag Carry
Helo Hunt
Night Eve
Recovery
Escort

dojoteef@gmail.com 702-324-5192 GAME EXPERIENCE
N a d e r A k o u r y
http://naderakoury.com
9750 Peace Way #2034 Las Vegas, NV 89147
Universe at War: Earth Assault (PC/360) Petroglyph Games, Inc Programmer Worked on a cross platform engine doing PC and Xbox 360 tasks Worked on multiplayer matchmaking code and lobbies Worked with artists to implement GUI scenes using a LUA script based GUI system Ensured Games For Windows LIVE and Xbox 360 TCR compliance Created the installer for the PC SKU and created the Demo for the Xbox 360 Implemented bug fixes in the engine and game o Became quite proficient debugging Power PC assembly code
April 2007 - Current
Ghost Recon: Advanced Warfighter 2 (PSP) High Voltage Software, Inc July 2006 - September 2006 Engine/Tools Programmer Worked on a cross platform engine doing PC, PSP, and Xbox tasks Integrated a Flash UI middleware product on PC, PSP, and Xbox versions of the engine o Wrote PSP UI rendering code from scratch o Hooked the middleware product into the engines memory management system o Integrated Flash into the tool chain so that it is automatically stripped and packaged for the engine o Worked with UI design team to ensure UIs fit within memory and needed features were properly supported Worked with artists to implement rendering bug fixes on the PSP and implement new functionality to conform with existing PS2 rendering code Computer Assisted Storytelling in Video Games Guildhall at SMU June 2006 March 2007 Sole Programmer, Thesis Project Utilizing AI techniques such as Goal Oriented Action Planning and pathfinding, developed a method for creating stories that change dynamically based on player interaction while still staying true to the designers story vision Created a symbolic story representation based on the concept of locks and keys Formulated story elements as keys with preconditions and resultant outcomes Implemented an pathfinding search to satisfy the story goals as set forth by a designer ndBot for Quake4 Guildhall at SMU
Sole Programmer, Directed Focus Study April 2006 June 2006
Added bot support for Quake 4 multiplayer with awareness of jump-pads, teleporters, and desirable item pickups based on current bot state Implemented additions to the navigation system for teleporters and jump-pads Created a sensory perception system for items currently within the bots view Developed a memory system for player and item locations containing a confidence metric
The Fiona Project Guildhall at SMU October 2006 March 2007 AI Programmer A fifteen person team of artists, level designers, programmers, creating a highly stylized black and white 3 rd person game project similar in style to Gears of War and Devil May Cry in the Source Engine Implemented coordinated squad attacks for enemies carrying shotguns, machineguns Developed behaviors for shotgun toting enemies that hound the player and move to cover in order to reload Developed behaviors for machine gun enemies that prefer taking pot shots from cover and will move from one cover spot to the next in order to flank enemies Produced a riot shield enemy that provides moving cover for shotgun and machine gun enemies DangerBall 77 Guildhall at SMU January 2006 March 2006 Programmer/Team Lead An eleven person team of artists, level designers, programmers, creating a 3 rd person sports game project similar to roller derby for Unreal Tournament 2004 Programmed many of the core subsystems such as skating and rail grinding
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dojoteef@gmail.com 702-324-5192
Organized team to meet milestones set forth by the producer Directed artists, level designers, and programmers to produce a singular vision Coordinated between other team leads to setup gameplay testing schedule and bug feedback/tracking systems Worked on creation and updates of game documentation: Concept Document, Game Design Document, Technical Design Document, Level Design Documents, Art Style Guide, Asset and Development Plan Lab Rats! Guildhall at SMU July 2005 September 2005 Sole Programmer/Creator A 2D game similar to the classic game The Incredible Machine, utilizing realistic physics in order to solve puzzles Implemented a 2D physics simulation using a particle constraint system which included rotational dynamics Created a graphics engine utilizing only Windows API and custom blitting (alpha blending, parallax scrolling) Optimized sprite rotations using indexed pre-rotated sprites because hardware acceleration was not desirable
Interpreted Scripting Language Guildhall at SMU Sole Programmer A state machine based weakly-typed scripting language with string and vector primitives Wrote a grammar and lexical analzyer for the language Implemented a parser to create a syntax tree from the token stream Built a compiler to output bytecode from the syntax tree Created a virtual machine to run the language Ludibrium Game Engine Guildhall at SMU
April 2006 May 2006
October 2005 June 2006
Sole Programmer/Creator 3D game engine utilizing DirectX9 and OpenGL Utilizes a uniform way of rendering regardless of underlying API Loads BSP: lightmaps, diffuse texture, ray casting, PVS Renders large scale terrains using a patch based lod approach In-engine terrain editor: variable sized brushes, terrain splatting, quadtree subdivision Features: ARB shader language, HLSL, Particle Manager, 3DS Loader, LDM (custom mesh format), skeletal animation Implemented and tested a math library which includes vectors, quaternions, matrices, bounding volumes, and intersection tests
Compiler Purdue University August 2002 December 2002 Sole Programmer A compiler written in Java which outputs MIPS assembly for a language combining features from both Pascal and C Created a lexical analyzer, abstract syntax tree, and parser for a given grammar Developed an intermediate representation tree with associated interpreter Wrote optimizer utilizing peephole optimizations, common subexpression elimination, and smart register allocation Built a compiler that output MIPS assembly
EDUCATION Graduate Certificate of Interactive Technology in Digital Game Development March 2007 December 2004
Guildhall at Southern Methodist University
Bachelor of Science in Computer Science and Mathematics
Purdue University
SKILLS Languages C/C++, Java, Scheme, LUA, Power PC assembly, MIPS assembly, ARB Shader Language, HLSL,
Unreal Script, PHP, HTML Software Visual Studio.NET 2003, SN Systems, Subversion, Alienbrain, Perforce, CVS, Adobe Photoshop CS2, Microsoft Office.NET 2003, 3D Studio Max 8, Microsoft Project 2003, vi Platforms PC, 360, PSP, Xbox, PS2, DirectX, OpenGL, Microsoft Windows, Solaris, Linux, FreeBSD, Cygwin Physics Newtonian dyanmics, Runge-Kutta, Implicit/Explicit Euler, Collision detection, Collision response Artificial Intelligence A*, Planning, FSM, Game Tree Search, Constraint Satisfaction, Propositional Logic
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Technical specifications
Full description
The elite "Ghost" operatives embark on a dangerous mission close to home, in this third full-fledged addition to the Ghost Recon series of squad-based shooters. The title's "advanced warfighter" alludes not only to raw talent and rigorous training of the special ops agents under the player's command, but also to a distinctive set of cutting-edge equipment, known as the "Integrated Warfighter System" (IWS), which these agents can use to perform field analysis, call for air or vehicular support, communicate with their commander and one another, and even share first-person perspective video feeds through a high-tech monocle device.
Tags
LC-20SD4E CS-F30G HA-W500RF SEW-AM100 7 WEB 42LC2DR Printer Magnia 3310 Magicolor 5430 LE46C654 Scenic 320 I815 44X176 PIN Versatis 560 M3200 SU-X933 Green DG 4080 Pqf30 WS-65313 329 16 Photosmart R707 2300 DL TY-EW3d10U HL-1070 PT-540 Munchen CD51 Fisheasy ST 21PT1653 SR4500 Macro SGH-C260L SG-4000 Bass Plus UR3-J22TWM XM-GTX6040 Bassman 400H RM-V40A NWZ-X1051 PCG-GRX516MD 5exthd500EUR Smartcast DVD 37 PS63A756t1M 21PT2443-94R CLP-621 DSC-W30 Live 2 Photosmart M407 KDC-W6031 Cft2200 X4500 CQ-DFX783N A-380 Logitech G51 2450-201 W268R SJ51-B-025 V60-70 Review Palm III V-510EF AN-200 BDL3231C Guerrero RM106A AB110-JD Depth Taurus-2000 DVD740VR 001 III Plus Singer 4832 FR-2LE DN-A100 M-90 A KDL-37U3000 DJ-70 CT-395 Norrath Edirol V-4 URC 7721 VGN-S560P College 2D NV-S99E D5855XO AL716 Alive KDL-32EX707 WTW7600XW LE40S81B Canon S450 5482N 8300S ZHT 630 Chrono 700 BR-600 B IX Infiny 1642-VLZ3 Nuvi 500 EP-97
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
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