National Repository of Grey Literature 69 records found  beginprevious44 - 53nextend  jump to record: Search took 0.01 seconds. 
Roguelike Game in Unity
Mančuška, Adrian ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This bachelor's thesis deals with the development of a roguelike game with multiple generated levels using the game engine Unity. The thesis explores various uses of procedural generation, which include various noises, grammars, and cellular automata. At the same time, possibilities of combining these techniques with manual game content creation are also explored. This thesis also deals with other areas necessary for game development, such as pseudorandom generators and artificial intelligence. The thesis discusses some of the possibilities of implementation of artificial intelligence. These possibilities are finite state machines and behaviour trees. Pathfinding algorithms are needed too, for example the A* algorithm. From design standpoint, the focus is on fulfilling various characteristics and requirements of the roguelike genre of games.
Mobile Application for Easy Online School Education and Communication with Students
Otáhal, Lukáš ; Vlnas, Michal (referee) ; Chlubna, Tomáš (advisor)
The aim of the work is to create a supporting mobile application for students and teachers, enhanced with capabilities that are not yet available in existing school applications on the market. There will be 2 views in the app according to the login. A view for the student and a view for the teacher. The app is designed with an emphasis on simplicity and user friendliness. The app offers options such as writing and grading tests, viewing study materials, assigning or viewing assignments, viewing school news or school events, schedule overview, class overview and detailed student information with classification. The new school app is built using the Jigx platform and the data is stored in an AzureSQL database.
Visualization of Large Graphic Data
Ďurica, Peter ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis solves visualization of large, specific and specialized graphic data used in science field like point clouds, heat-map on objects in scene or harmonic functions on hemisphere. The work uses the Python language for rendering scenes and the GLSL language for the implementation of heat maps and harmonic functions. The final program can render scenes from Mitsuba renderer with thousands of points in real-time. Heatmaps have 2 types of rendering and that are per pixel and per vertex on objects. Harmonic functions have different quality options for performance control. The main benefit is easier scene analysis thanks to visualization of large data of specific type in real time.
Frog: Educational Game in Unity
Šebová, Kateřina ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to design and develop a mobile game with educational elements about Czech republics flora and fauna near bodies of water. The game is split into main and minor parts, where the main 3D scene has the player moving and exploring freely around the map as a frog. The primary goal of the player is to fill out an album by discovering and hunting all available specimen of czech fauna and flora. Minor parts are made of various minigames, where the player excercises various skills like memory, logical thinking or reaction timing. These minigames are based on games like Flappy Bird, Frogger, Lights Out, Whack-A-Mole. Three last minigames are digital implementation of a card memory game, a labyrinth puzzle with a ball and a "remember&repeat" game. The final aplication is develop with the help of game development engine Unity.
Unity Game with RPG Mechanics
Svatý, David ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The work deals with the development of a RPG game using the Unity development engine. Its goal is to highlight individual aspects of game development and present the resulting work. The game is of the fantasy genre, is in a top-down perspective, contains RPG mechanics in the form of upgradeable player attributes, has a procedurally generated environment and artificial intelligence to control non-playable characters. The chapters present theoretical knowledge, algorithms and mechanics used in game development, as well as game design and a detailed description of the final implementation of the application.
Game Mechanics Based on Liquids
Pomajbíková, Adéla ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of the Bachelor’s thesis is to create a game demo using mechanics based on liquids in the Unity game engine. The thesis investigates the market of existing solutions, the design of game mechanics using liquids in logic puzzles, description of the implementation of these mechanics and an editor for creating new levels. The result is a game demo containing several levels and an editor for creating custom levels.
CPU Rendering of Large Volumetric Data
Svoboda, Jan ; Vlnas, Michal (referee) ; Španěl, Michal (advisor)
This thesis deals with design and implementation of a system that allows displaying large volumetric data in real time on the CPU of a conventional computer. The thesis aims to solve two biggest problems. Firstly, it aims to solve the problem with rendering itself, where this amount of data often cannot be placed into the main memory of a target computer. Secondly, it aims to solve the problem of storing of this data, where, in the case of large datasets, storing them in the storage of a target computer may not be desirable. The proposed solution contains two applications -- the server one and the client one. The server part is used as a remote storage of volumetric data that is provided to the client application in small blocks and in different qualities. The client application renders this data by the ray casting method and, according to the created strategies, performs loading and storing of required blocks in the local memory. In order to achieve high performance, the client application was implemented with an emphasis on parallelization of the main processes. The resulting system allows a user to display large datasets stored on a server's storage and to manage the datasets using a simple graphical user interface.
Survival Video Game
Políček, Adam ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
This thesis describes the development of a Unity game featuring a hub area and five procedurally generated levels, populated with enemies and resources. The player must navigate each level, build defenses using a building system, and defeat a boss to progress. The game features advanced inventory management, 8-directional movement, and challenging combat mechanics. Additionally, enemies use a navigation mesh and have multiple states based on their distance from the player. A save and load system is also implemented. The generation of the levels is achieved using Perlin noise. The game aims to provide an immersive and engaging player experience, while also demonstrating the use of various game development techniques and tools in Unity.
Interactive Visualization of Large 3D Graphics in Web Browser
Ludvík, Martin ; Vlnas, Michal (referee) ; Španěl, Michal (advisor)
This bachelor thesis deals with rendering data-intensive scenes in a web browser. The resulting application interactively displays point clouds in a web browser using javascript API WebGPU. WebGPU makes the application more powerful than WebGL-based applications. The user interface is created using basic CSS and Javascript. It is possible to work with point clouds containing hundreds of billions of points. At the same time, the user is allowed to change the source of the appearance of individual points.
Skeletal Animations Library
Maliňák, Jan ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
Main objective of this thesis is designing a physical based solution to generating skeletal animations. This allows both micro adjustments of animation in realtime and dynamic generation of character's movement without previous preparation of animation for given specific purpose. Created module for Unity game engine uses angular velocity to rotate bones of skeleton, rather than evaluating animation curve for specific time. The calculation is done by generating muscle forces, calculating torque and applying resulting angular acceleration of each bone. After specifying a target in one of its forms, the animating system will start moving with linked skeleton and will try to approach given target.

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