National Repository of Grey Literature 39 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Mobile Application "Paramedic doggy" - Brain Stroke
Rosinská, Monika ; Bambušek, Daniel (referee) ; Zemčík, Pavel (advisor)
The aim of the thesis was to create educational application for kids in age 7-10 years on the topic first aid for brain stroke. Application was developed for operating system Android by using Unity game engine. The game was developed while taking into account psychology, emotions and educating children, and it's using gamification. Children who played the game are able to recognize the symptoms of brain stroke and know what to do in similar situations. Benefits of this application are that children can give first aid and call ambulance if needed. They can also recognize the symptoms of brain stroke.
Simple Game Using Java3D API
Obr, Jakub ; Herout, Adam (referee) ; Beran, Vítězslav (advisor)
This thesis concentrates on an application interface Java 3D and its usability for game programming. It presents description of this interface and a short presentment of its alternates. It also presents testing scheme for this interface and the tests results. In the end it shows simple game concept using this interface and main implementation features of this concept.
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.
Action Game Demo in Unity
Petr, Radek ; Kapinus, Michal (referee) ; Matýšek, Michal (advisor)
Tato práce se zaměřuje na vývoj her a návrh herních mechanik, které umožňují hráčům interakci s prostředím, překonávání překážek a postup ve hře. Herní engine Unity spolu s jeho fyzikou a řešením umělé inteligence byl využit k vytvoření sady nástrojů, kterou hráč postupně poznává a učí se použít. Cílem je vyzvat hráče k řešení hádenek, či k boji s nepřáteli, vyžadujícími rychlou akci i kreativní řešení problémů. Tato práce poskytuje náhled do složitého procesu vývoje her a technických výzev spojených s tvorbou poutavých herních mechanik, které udržují hráče angažované a ponořené do herního světa.
Design and Implementation of Racing Computer Game
Dvořák, Tomáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The aim of this thesis is to create a racing game in order to revive this genre. The game is developed in Unity game engine and uses similar elements from other popular titles. However, it is most reminiscent of Trackmania. The player drives around in a course and tries to beat preset times. There are five ratings in total – none, bronze, silver, gold, platinum. The thesis does not only describe the implementation of said game, but it also contains the data gathered from testing and major changes made thanks to user responses.
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.
Collections of Tools for Easy Game Assets Creation in Blender
Hrabovský, Milan ; Pečiva, Jan (referee) ; Chlubna, Tomáš (advisor)
The thesis deals with the creation of an add-on for the open source program Blender, whose task is to facilitate the creation of game assets for amateur developers. Unlike other addons that solve these problems in a more detailed but specific way, this solution is unification and simplification of these tools, for the basic needs of the user. For example, the user can generate snow, character, bounding boxes, merged object with skeleton, level of details, or use tools to explode objects, set active texture, calculate texel density for an object, and load objects on empty points.
2D Platformer Game
Vincenc, Lukáš ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create a 2D platformer game, that allows the user to create his own levels. Firstly, some basic terminology concerning game development is explained. Then the design and implementation of the game is described. The implementation is carried out using the Unity game engine combined with scripts in the C# programming language. User created levels are represented with the use of images in the TIFF format. These images can be simply uploaded to the game and the corresponding level is generated. The ability to create layers in the image is utilized. Each layer contains different information to be generated.
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.
Development of Business Cycle Simulation Application: Creation of game logic and implementation of the effects of economic policies
KOLESNIK, Miroslav
This thesis is about programming the economic logic for a 2D videogame about using economic policies for management of the business cycle and implementing that logic in to the videogame. The theoretical part of this thesis introduces the reader to the concept of videogames, programming, and game development in Unity and in general. The practical part of this thesis describes the process of converting the theory behind the effect of economic policies and world events on the business cycle into C# code and the implementation of this code into the videogame as well as programming the rules of the game.

National Repository of Grey Literature : 39 records found   previous11 - 20nextend  jump to record:
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