National Repository of Grey Literature 65 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Using the Unity game engine
Dundálek, Martin ; Lang, Stanislav (referee) ; Roupec, Jan (advisor)
In this bachelor's thesis, the concept of a game engine will be discussed, a brief history of game engines will be described and the reader will be introduced to game engines used by companies developing video games that are not available to the public ("in-house" engines). In the second part of the work, a program solution to the mechanics of the game will be written, an introduction and a brief description of the 3D modeling program Blender, which the author used to create models for the game, an introduction and a brief description of the environment of the Unity engine itself, and the conclusion will deal with the Heaven Square Station game created by the author.
Game Demo with Non-Trivial World Rendering
Sila, Alexander ; Čižmarik, Roman (referee) ; Milet, Tomáš (advisor)
The aim of this work is to utilize non-trivial rendering methods to create new gameplay mechanics that utilize unusual portal displays. The solution to this problem is primarily based on the utilization of the stencil buffer, which is used for creating 2D effects, thus it is commonly employed in rendering flat portals. However, in this work, this effect is employed for spherical portals in a 3D space. Additionally, this unconventional type of portal intersects dimensions of worlds within the gaming environment. Game objects that appear at the boundary of these dimensions are partially rendered, including modified shadows. The concept of this game is set in a procedurally generated world, utilizing the Unity job system for parallel generation. Enemy artificial intelligence utilizes a virtual navigation space to move within this complex environment. Furthermore, the game is enhanced with inventory management, advanced animation system, world saving, and many other functionalities. The outcome of this work is a fully playable game demo that brings an innovative approach to game design and expands the possibilities of this genre.
Maze-based 2D game
Čepelková, Kateřina ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the design and implementation of a maze generator using cellular automata and other algorithms. The goal is to integrate the generator into a labyrinth game using pathfinding and enemy placement techniques, specifically rejection sampling. The game is implemented in the Godot game engine. The final game features bonus in-game items, unique enemies with their own AI, and a level system. The benefit of the work is a universal maze generator that can be adapted for procedural generation of content in other games and expansion of the possibilities of game content creation.
Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
Audio visualizer
Jelínková, Jana ; Schimmel, Jiří (referee) ; Říha, Kamil (advisor)
The aim of this thesis is to create an audio visualizer. That means an object, whose parameters will be changed in real time based on chosen parameters of an audio. The first part of this thesis deals with different kinds of audio visualizers through history till today and also deals with some artistic theories about visualization. The second part deals with the main solution of the visualizer in Pure Data and principles used for audio processing and also describes development of an external for Pure Data.
3D Driving School
Langr, Petr ; Šátek, Václav (referee) ; Kunovský, Jiří (advisor)
This thesis deals with 3D Driving School simulator development, especially with control compliance of traffic rules. Thesis introduce game engine Unity 3D, which was the key factor of creating simulator. Game development in thesis begins with model and ends with scripting object behaviour.
Procedural Generation in Unity
Goš, Pavel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to develop a procedural generator of dungeons in the Unity game engine. The description of the most important parts of the Unity engine can be found in this thesis. The development and implementation of procedural generation of map layout using Perlin noise and interior decoration is described here as well.
Model visualization in virtual reality
Cmajdálka, Ondřej ; Dobrovský, Ladislav (referee) ; Hůlka, Tomáš (advisor)
This thesis deals with phenomenon called virtual reality, its historical development and nowadays used technologies. The next part is dedicated to game engines, their history and structure. In practical part a proposal and development of virtual reality environment is described. The proposed environment demonstrates selected features of the game engine that make it a suitable tool for developing virtual reality environments.
Physical Simulation in Computer Games
Dočkal, Jiří ; Havel, Jiří (referee) ; Herout, Adam (advisor)
The thesis is concerned with modern game engines, focusing on physical simulation and particle systems. It offers usable architectures overview for a game engine development. The thesis provides characteristic to the most essential game engine's logical modules as scene graph, resource management or rendering. Today's tools used for physical simulation in games are also described. Main part of the thesis concentrates on design and implementation of its own C3D game engine which exploits capabilities of the NVIDIA PhysX physical engine. The thesis includes modern techniques rising from author's gained experience.
Comparing 3D multispectral images of the human body
Šopák, Petr ; Burian, František (referee) ; Chromý, Adam (advisor)
This thesis is about creating new application of Roscan Analyzer 2.0 based on the original Roscan Analyzer using one of the current game engines. This application is used to model 3D models of scanned parts of human body using RoScan System and using the implemented tools such as view modes or measurement on model according to user-specified points. A new module for comparing two 3D models has been added to this application, in which models can be manually or automatically aligned and then compared. Physiological differences can be filtered on the models before comparison. The Unity game engine was chosen for implementation of the new RoScan Analyzer 2.0 application.

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