National Repository of Grey Literature 30 records found  beginprevious21 - 30  jump to record: Search took 0.00 seconds. 
Retrospective Death Race Game
Hýža, Daniel ; Bartoš, Pavel (referee) ; Pospíchal, Petr (advisor)
This bachelor's thesis describes the desing and implementation of retrospective network game, which is called Death Race. Two players control interceptors, and they want to defeat each other. The first part of the thesis describes the history of computer games. Next section details network architecture and graphics libraries. The second part of the thesis describes the desing of the network communication and game's rules. The last part describes implementation and testing. The application was developed in C++ with library OpenGL and library SDL.
Game Server for On-Line Gaming
Ohnheiser, Jan ; Smrčka, Aleš (referee) ; Hrubý, Martin (advisor)
Bachelor's thesis deals with development and creation application of Game Server for On-line Gaming. It deals with the classification of existing similar applications, network interface and game logic. It shows the possible use of library ENet, SDL and OpenGL. It demonstrates the functionality of the proposed server on simple games.
3D World
Konečný, Jiří ; Polok, Lukáš (referee) ; Vanek, Juraj (advisor)
In my thessis I am going to addres implementation of 3D world and movements in it. On following pages you can find techniques that were used in creation of my 3D world and methods that I used while creating movement in this world. This 3D world was created using OpenGL library.
Game with Robots
Sasýn, Radek ; Solár, Peter (referee) ; Petřík, Patrik (advisor)
This thesis deals with creating a computer game in which robots are fighting in the arena. The users can define the robot's behavior by using a special programming language. Definition of robots and it's processing is implemented by using fuzzy logic. The thesis describes the theoretical knowledge of fuzzy logic and game Robocode, programming language design and application architecture, and finally a description of the implementation of individual parts of the application.
Retrospective Game for Two Players
Vybíral, Jan ; Bartoš, Pavel (referee) ; Pospíchal, Petr (advisor)
The subject of this bachelor's thesis is the development of a 2D space arcade computer game. The introduction describes the history and current status of the game industry and computer graphics. Then the text deals with the libraries OpenGL and SDL chosen for development, design of game principles, realization of graphics and audio, collision system, user interface, controls and the object oriented design of the application. The second part gives an account of the implementation of the designed system in the C++ programming language. Finally the thesis contains information about the testing and evaluation of the final product.
Realistic Visualization of 3D Landscape
Wilczák, Martin ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This thesis analyses and describes different methods used for realistic visualization of 3D landscape in real-time. In this case, landscape means terrain, sky, atmosferic effects, water areas and vegetation. For each part there are several methods, whose pros and cons are considered in following work. Afterwards there is description of designed program, which allows visualization of terrain and sky using suitable methods. Libraries SDL and OpenGL are used for rendering.
Real-Time Particle Simulations
Horváth, Zsolt ; Španěl, Michal (referee) ; Herout, Adam (advisor)
Particle simulations in real-time become reality only a few years before, when in computer science occured the idea of GPGPU. This new technology allows use the massive force of graphics card for general purposes. Today, the trend is to accelerate existing algorithms by rewriting into parallel form. On this priciple operate the particle systems too. An interesting area of particle systems are fluid simulations. The simulations are based on the theory of Navier-Stokes equations and their numerical solutions with SPH (Smoothed particle hydrodynamics). Liquids are part of everyday life, and therefore it is important to render them realistically. They are used in modern computer games and different visualizations that run in real time, therefore they must be quickly displayed.
Methods for Alias-Free Shadows Rendering
Posolda, Jan ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This paper concerns aliasing removal methods during the shadow displaying. Method of shadow mapping, its principles, procedure and mainly its drawbacks in the form of aliasing development are described. For the removal of this undesirable phenomenon, several aliasing suppressing methods are described - Percentage Closer Filter, Variance Shadow Map, Convulotion Shadow Map, Exponential Shadow Map a Bilateral Filter. I conclude my work with a proposal and implementation of a demonstrative application, which demonstrates the implemented results adequately. Also, the comparison of individual methods on the basis of their quality and computational demands is included.
Tool for Risk Analysis Support in Information Security
Plíšek, Martin ; Zámečníková, Eva (referee) ; Kreslíková, Jitka (advisor)
The master thesis deals with the development of the tool for risk analysis support in information security. At first we perform a theoretical basis for security development of lifecycle process (SDL). Afterwards the theory of risk analysis based on fault tree analysis is described. Considering this knowledge base system was designed and implemented. Next chapter describes the best practice refer to the typical example of use and presents the potencial using of this tool in practice. Final chapter deals with the possibility of future expansion of this application.
System to support the sale of sports data
Keřka, Marek ; Pavlíčková, Jarmila (advisor) ; Koudela, Vlastimil (referee)
The goal of diploma thesis is disquisition on existing file format intended for data transmission over computer network. Choose one of the compared file format and create a file structure for transmission sports data. Assess the structure of files from existing sports data suppliers and create their own structure. Compare the possible ways of distribution of created data files and give recommendations for services implementers.

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