Národní úložiště šedé literatury Nalezeno 37 záznamů.  1 - 10dalšíkonec  přejít na záznam: Hledání trvalo 0.01 vteřin. 
Cooperative Game with Space-Time Duality
Czakan, Vojtěch ; Kapinus, Michal (oponent) ; Polášek, Tomáš (vedoucí práce)
This thesis details the development of a cooperative video game where two players, each in a separate dimension, manipulate time to progress through levels while contending with dangerous obstacles. The game was developed using the Unity engine, enhanced by Netcode for GameObjects and Unity Relay. The solution offers unique multiplayer experience that emphasizes communication, strategy, and timely coordination between players. The implementation demonstrated the feasibility of combining complex time manipulation mechanics with robust multiplayer support to enhance interactive gameplay.
2D Rogue-Like Game with Procedural Elements
Vodák, Jindřich ; Vlnas, Michal (oponent) ; Polášek, Tomáš (vedoucí práce)
This bachelor's thesis deals with the topic of rogue-like games and their development process. Firstly, it provides a comprehensive insight into the rogue-like genre and its specific mechanics and compares it with the RPG genre. Next, the game development process is examined, along with common business models of video games. The thesis presents certain commonly used approaches to procedural generation in games, such as noise or cellular automata. It also provides an overview of the topic of artificial intelligence in games. Two models commonly used in creating the artificial intelligence of non-player characters are described -- finite-state machines and behavior trees. The thesis also deals with pathfinding, which is also an important topic in the field of artificial intelligence in games. The thesis introduces the design of the game called Per Tenebras, explains certain decisions in the development process, and presents the implementation of the final product using the Unity game engine. The resulting game was also evaluated by users as a part of a user study.
Game with Haptic Feedback
Prokofiev, Oleksandr ; Beran, Vítězslav (oponent) ; Polášek, Tomáš (vedoucí práce)
This bachelor's thesis details the creation of a digital game called "Cut the Red!" that integrates haptic feedback technology. The game is a 3D puzzle game developed using Unity, and its objective is to defuse a bomb by resolving various mini-games. The thesis includes an introduction to the gaming industry and its history, an exploration of modern alternative approaches to user interface, and their application in game controllers. Additionally, it details the process of creating a game design document and explains the implementation of various game elements. The game is then tested in a short user study to gather feedback on its mechanics and overall player experience.
2D plošinová hra v Unity
Fulla, Roman ; Vlnas, Michal (oponent) ; Karas, Matej (vedoucí práce)
The objective of this Bachelor's thesis is to analyse in detail the history and the current state of development of 2D platformer games. To achieve this goal, various successful titles and currently in use game engines are examined. The acquired knowledge is applied in design and subsequent implementation of a short video game demo, presenting various aspects of game development. Unique mechanics serve the purpose of an innovative element. The resulting demo is presented in the form of a short video. Thus, this thesis provides a new perspective on the development of platformer games.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (oponent) ; Milet, Tomáš (vedoucí práce)
This thesis builds upon a recent surge in popularity of entity component system architecture for game development. The goal of this thesis is to create an ecosystem simulation application in the Unity engine. The advantages of using Entity Component System architecture are explained, with attributes and differences compared to a more traditional approach. The Entitas framework is used inside the Unity engine to power a simulation. The finished product emulates Lotka-Volterra equations, also known as the predator-prey equations. Final findings are presented as graphs that follow expectations. This work gives in depth knowledge about Entity Component System architecture, especially focusing on its specifics in the Entitas framework implementation. It also summarizes an approach to creating a simple ecosystem and the findings of multiple simulations.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (oponent) ; Milet, Tomáš (vedoucí práce)
We will build upon a recent surge in popularity of entity component systems for game development. It is our goal to create a ecosystem simulation application in the Unity engine. We will focus on the advantages of using the ECS architecture and explain its attributes and differences compared to a more traditional approach. Using the Entitas framework inside the Unity engine to power our simulation. The finished product emulates the Lotka-Volterra equations, also known as the predator-prey equations. The final findings are presented as graphs that follow the expected graphs closely. This work gives in depth knowledge about ECS architecture and its specifics in the Entitas implementation. It also summarizes my approach to creating a simple ecosystem and the findings of the simulation.
Návrh a implementace hry pro konzoli Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (oponent) ; Čadík, Martin (vedoucí práce)
Tato bakalářská práce čtenáře stručně seznamuje s kontextem, v jakém byla na trh uvedena přenosná herní konzole Nintendo Game Boy. Zaměřuje se na způsob vývoje pro tuto konzoli, uvádí vlastnosti konzole, které je důležité znát pro psaní efektivního kódu a navrhuje řešení k některým častým problémů. V praktické části je popsán návrh a implementace rytmické hry pro Game Boy s využitím jazyka C a toolkitu GBDK-2020.
Herní demo v Unity
Kocián, Kryštof ; Chlubna, Tomáš (oponent) ; Milet, Tomáš (vedoucí práce)
Tato bakalářská práce se zabývá návrhem a implementací hry s procedurálně generovanými prvky v Unity. V práci lze najít shrnutí informací o videohrách, některé metody procedurální generace a popis procesu návrhu a implementace hry samotné.
Počítačová hra pro boj se suchem v Unity
Olearčin, Daniel ; Milet, Tomáš (oponent) ; Beran, Vítězslav (vedoucí práce)
Táto bakalárska práca sa zaoberá návrhom a vývojom hry v hernom engine Unity. Hra má za úlohu byť edukatívna. Hráč má možnosť oboznámiť s rôznymi okolnosťami, ktoré vyplývajú na výnosnosť dediny a zádržnosť vody v krajine. Cieľom hry je mapovanie malej oblasti dediny, nad ktorou je možné vykonávať zamieňanie jednotlivých políčok za iné typy. Pomocou jednoduchých modelov, charakteristických výpočtov a pravidiel je možné sledovať dopad týchto zmien na výnosnosť dediny a zádržnosť vody v krajine.
Roguelike hra z třetí osoby v Unity
Moudrý, Daniel ; Kapinus, Michal (oponent) ; Milet, Tomáš (vedoucí práce)
Práce obsahuje informace o tvorbě roguelike počítačové hry ve třetí osobě v herním enginu Unity. Ze začátku je popsáno, o čem hra je, poté práce popisuje princip fungování této hry a dále samotnou implementaci v herním enginu Unity. Konkrétně v programovacím jazyce C#.

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