National Repository of Grey Literature 328 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Game with Procedural Enemies
Teplan, Kristof ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
Procedurálne generovanie obsahu si získalo veľkú popularitu, najmä v hernom priemysle. Oblasť procedurálneho generovania nepriateľov v hrách však zostáva relatívne nepreskúmaná. Táto práca sa zameriava na vývoj rogue-like 2D hry, kde hráč bojuje proti procedurálne generovaným robotom. Hra je implementovaná v Unity Engine, pričom sa využíva vlastný maticový L-systém na generovanie robotov z blokov s rôznymi funkciami. Umelá inteligencia robotov je poháňaná neurónovou sieťou, ktorá bola vycvičená pomocou posilovaného učenia s využitím nástroja Unity ML-Agents. Všetky systémy sú integrované do konečnej hry, ktorá zachytáva klasické vlastnosti rogue-like žánru.
Head-Mounted Display or Tablet? Device Usability in the Context of Programming Robotic Workplaces
Kníže, Josef ; Milet, Tomáš (referee) ; Bambušek, Daniel (advisor)
This thesis focuses on usability comparison of head-mounted display Microsoft HoloLens 2 and tablet in context of programming robotic workplace using augmented reality. The existing interfaces for these devices are analyzed, and a user experiment was designed and conducted to compare them, involving a total of 18 participants who tested and evaluated both devices in two iterations. Based on feedback from the first iteration, many changes were proposed and implemented in the HoloLens 2 interface. Key changes included porting the entire application to newest framework for mixed reality, programming through scene interaction, reworking robot placements, and adding parameter configuration and action placement through the robot. The new version of the interface was tested in the second iteration of experiments, revealing that users are 32,3 % faster when using HoloLens 2 and they rate usability and user experience better compared to tablet. Surprisingly, there was no significant difference measured in user mental or physical load between the devices.
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Tower-defense/attack game in Unity
Kratschmer, Tomáš ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to summarize the basic aspects of games and to introduce frequently used concepts, algorithms and mechanics (not only) in card games, and at the same time to demonstrate them on the computer game ByteWars. This thesis mainly focuses on artificial intelligence techniques, such as finding the best paths in a graph (map) according to different criteria and searching the state space using the method ExpectiMinimax for the possibility of playing the game by computer. Since every game must be somehow fun and must engage the player, this thesis also discusses game design concepts. In addition to the text, the result of this work is the game itself, which is freely available on itch.io. It is developed in the popular Unity game engine using the C# programming language.
Infinity Runner Game
Pech, Martin ; Kapinus, Michal (referee) ; Milet, Tomáš (advisor)
The goal of this bachelor’s thesis is to design and implement an endless runner game. The game was created based on an analysis of modern techniques used in the development of computer and mobile games, which is part of this work. The final implementation demonstrates a thorough understanding and effective use of modern game development approaches. A critical feature of games of this type is a dynamically generated game environment. To create such environments, procedural generation techniques using a pseudorandom number generator were utilized. Additionally, appropriate optimization strategies, notably the Object Pool design pattern, were employed to ensure smooth gameplay even in demanding scenarios. The game was developed using the Unity Game Engine. The game serves not only as a practical example of the application of studied techniques but also as a functional and entertaining product for potential players. Beyond the endless runner mode, the game features a campaign mode and several unique game mechanics, such as rocket jumping, which distinguish it from existing titles. The game also addresses shortcomings found in competing games. The game is thematically set during the Christmas season.
A Debugging Tool for Vulkan API
Bilko, Jozef ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
The purpose of this bachelor thesis is to create a debugging tool for 2D/3D Vulkan applications, this tool can be useful for the veterans and the newcomers of this graphics API. The output program is composed of a code generator for the layer, the layer itself which collects the data from the currently analyzed program and an application where the collected data are displayed. All this is made possible with the use of C++, Vulkan API and ImGui library.
Exterior Mapping
Burkalo, Boris ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
Cílem této práce je navrhnout algoritmus, který zvládne efektivně vykreslovat rozsáhlé počítačové scény obsahující velký počet primitiv. Tato práce nejdřív představí nejpoužívanější techniky pro vykreslování počítačových scén a následně popíše přístup zvaný Image Based Rendering, který nepoužívá geometrii k vykreslování obrázků. Dále se zaměří na různé metody, které se zabývají efektivním vykreslováním složitých počítačových scén a představí algoritmus Exterior Mapping, který využívá Image Based Rendering a teorii 4D světelných polí pro vykreslení nového pohledu na scénu za použití množiny již předem vykreslených snímků scény. Dále představí aplikaci, která tento algoritmus implementuje a následně práce vyhodnotí a srovná implementovaný algoritmus s tradičním vykreslováním pomocí 3D geometrie.
Robotic Workplace Programming Using the HoloLens Headset
Kolařík, Petr ; Milet, Tomáš (referee) ; Bambušek, Daniel (advisor)
The bachelor thesis deals with the use of Microsoft Hololens 2 glasses in a robotic workplace. It follows the diploma thesis of ing. Simona Hiadlovská and the existing AREditor user interface connected to ARServer. The first goal of the work was to improve the way of adding objects at a greater distance. Three methods are proposed and compared for this problem: the first is adding at a fixed distance of one meter in the direction of the hand, the second is adding on a perpendicular line drawn from the point of contact between the pointer and the table and then adjusting the height by pulling the hand, and the last is adding also on a perpendicular line but adjusting the height by tapping. The second objective of the work was to devise a method of selecting one object from a cluster of objects. In this case, the methods of simple selection using the pointer, expanding objects from the surroundings and displaying an interactive list of objects are compared.
Detektivní hra s prvky dobrodružství
Garipova, Dinara ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of the work is to design and create a detective computer game with elements of the adventure genre, designed to deeply immerse players in an interactive story using visual novel mechanics and puzzles. The game consists of a main and a secondary part, where in the former the player is immersed in the story through dialogues. The main task of the player is to solve the mystery of the ancient village using clues and solving puzzles. The secondary parts consist of various mini-games aimed at training memory, logical thinking and reaction speed. The resulting application was created using the Unity game development engine and tested with Google forms.
Universal Framework for Experiments with 3D Displaying Devices
Hlávka, Marek ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Devices displaying three-dimensional images are becoming more and more common in everyday life, and therefore it is necessary to ensure the best quality of the displayed space. This thesis deals with comparing the effectiveness of various methods of virtual reality display today, such as stereoscopic or holographic displays. It also deals with design, implementation, and publication of a framework that allows for the comparison and testing of such devices. The framework is created in the Unity game engine, mostly using scripts in the C# language. Thanks to the framework, it is easier and more efficient to compare different types or specific variations of devices for displaying the three-dimensional images. The published framework is available as open-source.

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