National Repository of Grey Literature 217 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Jerry - keyboard and mouse sharing application
Klapová, Veronika ; Ježek, Pavel (advisor) ; Kofroň, Jan (referee)
The goal of the thesis is to develop a program that enables the control of multiple computers from a single workstation using a unified set of input devices. The program comprises a control application for Windows OS and a client application compatible with Windows, Linux, and macOS systems. The communication between computers is encrypted. A significant advantage of this software, as opposed to others, lies in its accurate key interpretation, independent of the controlling computer's current state, lay- out, or mapping. It ensures error-free typing of accented characters, operates without compromising system responsiveness, and imposes no limitations on virtual desktop con- figuration. The project encompassed not only program development but also bug analysis within both interface functions and documentation, and message propagation method- ologies within the Windows environment. 1
The Last Clan - RTS game in Unity
Tichý, Šimon ; Pacovský, Jan (advisor) ; Ježek, Pavel (referee)
This thesis explores the development of a real-time strategy (RTS) game using Unity's Data-Oriented Technology Stack (DOTS) and the C# programming lan- guage. RTS games offer captivating real-time battles, requiring players to control multiple units with distinct traits. Traditional object-oriented design often leads to redundant data in memory, but DOTS presents a new data-oriented archi- tectural style that enhances game design. The goal is to build a game environment where a player can control his clan units, capable of building, gathering, and fighting against computer-driven ene- mies. The thesis highlights the benefits of ECS through DOTS, such as efficient memory utilization and support for multithreaded code. Through this study, we demonstrate the potential of data-oriented technology, a new approach to desig- ning RTS games, addressing exciting challenges encountered during development. 1
2D turn-based game in Unity with procedural generation elements
Srb, František ; Ježek, Pavel (advisor) ; Černý, Vojtěch (referee)
The thesis focuses on the development of a 2D turn-based game in Unity, from the creation of a design document to the completion of its implemen- tation. We are analyzing the important elements of the game genres of Roguelike, deck-building and dungeon-crawler, and we have created a game design document combining these gameplay elements into a single game. The thesis also includes the utilization of procedural generation techniques. We have performed a detailed analysis of the game design document, which, along with the document itself, we use for the implementation of the game. The result of the thesis is a game for the Windows operating system, which is played on a square grid and the player navigates through it using their player character. Enemies are fought using cards from a deck, which can be enhanced with new cards earned from defeated enemies in the form of items.
ServIS - a web system for companies dealing with excavator repairs
Truchan, Milan ; Ježek, Pavel (advisor) ; Škoda, Petr (referee)
The goal of this bachelor thesis was to create a software for small companies dealing with earthworks and excavation works, repairing and selling excavators, which do not have access to a suitable software solution for their activity. The solution to the work was based on consultations with the owner of one of these companies. The resulting web application, written using the Blazor Server framework, represents a solution to the problem. It is able to display the offer (excavators, additional equipment) and allows users to send inquiries (in the form of emails) to these offers. There is also an auction in the application, where repaired excavators can be auctioned. Users can also create an account in the application. The listed functionalities can be used by both logged-in and non-logged-in users. Regular registered users do not have to fill in information about themselves in the forms when inquiring about the offer. Logged- in administrators can manage the page, i.e. add new, edit and delete existing offers, reply to messages, etc.
EdLab - web application for management of online courses
Valentová, Michaela ; Ježek, Pavel (advisor) ; Pešková, Klára (referee)
The field of education is rapidly evolving, with distance learning becoming an incre- asingly popular method of teaching. With the advent of technology, teachers are seeking effective ways to educate their students even without physical presence. In this bachelor's thesis, we are developing a web application that will allow teachers to create their own online educational courses. The proposed web application will provide teachers with a user-friendly interface for creating and customizing courses according to their specific needs and preferences. Tea- chers will be able to easily design course content, divide the course into chapters, incor- porate interactive components, and much more. The application will create an interactive learning environment for both students and the wider public involved in the course "AI v kontextu", which is the focus of this project. The flexibility of the application will allow students to choose when and where they participate in the course, while the pace of acquiring knowledge will adapt to their individual learning speed. The attractiveness of studying is enhanced by the ability to engage in shared activities such as polling, verifying acquired knowledge, and receiving feedback through knowledge quizzes. The application is developed using the React framework and utilizes...
3D Physics driven swordfighting simulator
Hroník, Jakub ; Černý, Vojtěch (advisor) ; Ježek, Pavel (referee)
Combat with a cold weapon can be seen in many video games, but rarely does it attempt a realistic simulation that would provide the player with freedom nearing what cold weapon manipulation allows in the real world. Big challenge is designing a control scheme for classic computer peripherals. An even less explored area is the integration of the weapon into the physics simulation of the game world. This work implements a longsword fencing simulator in the Unity game engine, fea- turing the sword as a fully physically simulated object. It also presents a control scheme for keyboard and mouse providing the player with fine control over the movement of the weapon. It also implements a simple AI enemy for testing purposes. The implementation is created using good programming practices and can be used as a basis for an action game with an advanced combat system. 1
Rubiks cube
Bošániová, Monika ; Majerech, Vladan (advisor) ; Ježek, Pavel (referee)
The main goal of this thesis is to simplify the beginners' experience with learning and independently solving the Rubik's cube. We provide different perspectives on how to find the solution for this puzzle. For better understanding of the problem we describe the theory, ideas and the history of multiple solving algorithms. The implementation of all used components, chosen solving process for beginners, appearance of the application environment and the interactivity of different elements is explained and described in an easily understandable way. We included insights on the teaching process and analysis of its effectiveness in comparison to similar existing solutions. User has an option of adding their own solving algorithm in text format. The text contains user documenta- tion, handles feedback from test subjects and suggests possible improvements for future development. 1
Application for modeling buildings from photographs
Medek, Jakub ; Ježek, Pavel (advisor) ; Šikudová, Elena (referee)
Title: Application for modeling buildings from photographs Author: Jakub Medek Department: Department of Distributed and Dependable Systems Supervisor: Mgr. Pavel Ježek, Ph.D., Department of Distributed and Dependable Systems Abstract: The goal of the thesis was to develop a Windows application that can be used for modelling objects based on their photographs. The user can import photos of an object into the application and then start creating the model in two steps. First, the user has to calibrate a virtual camera for each photo. After that, the user can create the 3D model by drawing edges and faces on top of the photo. The application supports exporting the created model in a standard 3D format .obj including textures generated from photos. The application is written in .NET Core framework with the WPF graphical framework. WPF and one of the used libraries Avalondock are located on the View layer. The rest of the application (ViewModel and Model layers) use only cross- platform libraries. This simplifies a possibility of future change of the graphical framework to make the application cross-platform. Keywords: .NET Core WPF 3D modelling Photo matching Texture projection
Generating levels for Super Mario Bros using advanced level design concepts
Čatloš, Jakub ; Černý, Vojtěch (advisor) ; Ježek, Pavel (referee)
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playable levels in games. Such levels often lack the quality and theme consistency of hand-crafted ones. The aim of this thesis is to explore the principles used by Nintendo in their human-made levels and to apply them to procedural generation. That could improve players' experience while preserving the benefits of PCG. We have developed an example level generator for the Super Mario game demonstrating these principles. We have also compared its output to other level generators and the original Nintendo games in known metrics. Additionally, we have conducted a study examining subjective player enjoyment. It shows that this approach increases the level enjoyment and decreases the player's frustration. 1
Road Maintenance Planner (RoMaP) - Road Traffic Simulator
Zelený, Marek ; Ježek, Pavel (advisor) ; Hric, Jan (referee)
The goal of this thesis was to create a tool that would allow municipal administration to measure the effects of traffic restrictions. This would help with planning (especially parallel) road maintenance, minimising the effects on traffic fluency. Our main focus was to find a compromise between simplicity of usage and sufficient detail for reasonably accurate results. Rather than copying the effort of some existing so- lutions which provide incredibly detailed simulations, we tried to come up with a different approach offering just the right information for this particular use-case. With this in mind, we developed a Windows Forms application for simulating traffic flow on a road network. The application provides graphical interface for creating maps and running simulations on them. The user can observe the simulation through various graphical elements and charts, as well as preform data analysis on collected statistics afterwards. 1

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