National Repository of Grey Literature 8 records found  Search took 0.01 seconds. 
Visual Studio Refactoring and Code Style Management Toolset
Linka, Marek ; Ježek, Pavel (advisor) ; Krijt, Filip (referee)
Keeping a consistent coding style is an important part of having a maintainable code base. In times when software solutions become increasingly complicated this requirement is more important than ever. However, most commercially available coding productivity tools put a much bigger focus on refactoring and support of additional technologies than on maintaining consistent code style. We decided to remedy this situation by implementing a plugin-extensible toolset for Visual Studio focused on diagnosing and correcting code style violations in C# code bases. By completing our intent we created a tool that integrates seamlessly with Visual Studio and provides the user with effective and intuitive tools to improve the overall maintainability of their code base. Powered by TCPDF (www.tcpdf.org)
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
RacingCarSim
Homa, Martin ; Gemrot, Jakub (advisor) ; Krijt, Filip (referee)
Driving is one of the favorite activities of not just men since the invention of automobiles. A dose of fun and adrenaline is connected to driving, which can be seen among car enthusiasts every day. These people oftentimes want to know what is behind the car movement itself. The aim of this work is to appeal to this type of people, giving them answers to their questions in an entertaining way. An application has been created to fulfil this intention, which, based on an advanced physical model, allows its user to simulate driving an automobile in various environments, observe its behavior and the physical variables which are affecting it. The main focus is allowing for a great amount of configurability, which is why the user can define the car himself, as well as modify the environment. If he chooses to, he might also be interested in one more question. What is the maximum speed the car can be driven at? The answer is also included in the application, as it implements an artificial player. This player is trying to learn to drive at a user-defined racetrack at the highest speeds possible, while the learning process and its individual components are also configurable. However, learning is highly dependent on its parameters and the representation of the environment, thus achieving the desired result is non-trivial.
Artificial Intelligence for Settlers
Kratochvíl, Pavel ; Zavoral, Filip (advisor) ; Krijt, Filip (referee)
The subject of the thesis is implementation of the game Settlers of Catan for two to four players. Artificial intelligence for this game was also developed in this thesis. Moreover, genetic algorithms were used in the implementation of the artificial intelligence, so that a computer player was able to beat the average player of this game. Powered by TCPDF (www.tcpdf.org)
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor) ; Wilkie, Alexander (referee)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
Visual Studio Refactoring and Code Style Management Toolset
Linka, Marek ; Ježek, Pavel (advisor) ; Krijt, Filip (referee)
Keeping a consistent coding style is an important part of having a maintainable code base. In times when software solutions become increasingly complicated this requirement is more important than ever. However, most commercially available coding productivity tools put a much bigger focus on refactoring and support of additional technologies than on maintaining consistent code style. We decided to remedy this situation by implementing a plugin-extensible toolset for Visual Studio focused on diagnosing and correcting code style violations in C# code bases. By completing our intent we created a tool that integrates seamlessly with Visual Studio and provides the user with effective and intuitive tools to improve the overall maintainability of their code base. Powered by TCPDF (www.tcpdf.org)
Space Naval Combat - Space Battle Simulator
Krijt, Filip ; Klímek, Jakub (advisor) ; Malý, Jakub (referee)
The goal of this project is to try and implement a space action game Space Naval Combat utilizing the .NET framework and at the same time explore the potential of using the individual technologies of this platform for game development. In particular, the project involves using the following technologies: Windows Communications Foundation, Windows Presentation Foundation and LINQ to SQL combined with ASP.NET. The project also uses an open source library Lidgren Network, which is based on the UDP protocol, for network communication between the client and server components of the game. A crucial part of the project is also the utilization of the well-known nVidia PhysX physical simulation library, or rather its wrapper - Stilldesign PhysX.NET.

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