National Repository of Grey Literature 219 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Generating levels for Super Mario Bros using advanced level design concepts
Čatloš, Jakub ; Černý, Vojtěch (advisor) ; Ježek, Pavel (referee)
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playable levels in games. Such levels often lack the quality and theme consistency of hand-crafted ones. The aim of this thesis is to explore the principles used by Nintendo in their human-made levels and to apply them to procedural generation. That could improve players' experience while preserving the benefits of PCG. We have developed an example level generator for the Super Mario game demonstrating these principles. We have also compared its output to other level generators and the original Nintendo games in known metrics. Additionally, we have conducted a study examining subjective player enjoyment. It shows that this approach increases the level enjoyment and decreases the player's frustration. 1
Road Maintenance Planner (RoMaP) - Road Traffic Simulator
Zelený, Marek ; Ježek, Pavel (advisor) ; Hric, Jan (referee)
The goal of this thesis was to create a tool that would allow municipal administration to measure the effects of traffic restrictions. This would help with planning (especially parallel) road maintenance, minimising the effects on traffic fluency. Our main focus was to find a compromise between simplicity of usage and sufficient detail for reasonably accurate results. Rather than copying the effort of some existing so- lutions which provide incredibly detailed simulations, we tried to come up with a different approach offering just the right information for this particular use-case. With this in mind, we developed a Windows Forms application for simulating traffic flow on a road network. The application provides graphical interface for creating maps and running simulations on them. The user can observe the simulation through various graphical elements and charts, as well as preform data analysis on collected statistics afterwards. 1
EasyTrain - Workout Application for Android
Gabesam, René ; Ježek, Pavel (advisor) ; Kofroň, Jan (referee)
Nowadays mobile applications are a big part of personal workout acces- sories. There is a big gap on the market in terms of applications for personal coaches and custom made trainings in general. Goal of this thesis is to create an application for Android devices with Xamarin Android framework meant for saving and distributing training activities. The application allows users to save their own exercises, trainings, train- ing plans and filter them by tags. This is possible to do locally within the SQLite database as well as online with the Firebase Firestore database. It is also possible to run a training to keep track of exercises and their order and quantity. User also can activate a training plan which keeps track of the day the user is at. Last but not least the application is capable of sending messages and training activities via chat. 1
PlanetSide 2 API Library with Outfit Activity Tracking Discord Bot
Müller, Jiří ; Ježek, Pavel (advisor) ; Kliber, Filip (referee)
The goal of this thesis was to create a .NET library working with a public API of a Census service allowing developers to access data from products of a Daybreak Game Company and utilizing this library to create a bot for a Discord social platform mainly used to track game activities of a player group forming so-called outfit. The library focuses on simple acquisition of game data available through both a REST interface used to query specific game information and a websocket service allowing us to track real-time events as a data stream. Furthermore the library supports storing previously queried data in an internal cache for faster access and reduction of network and service utilization in case of repeated requests. Major requirements for the bot are simple configurability by users, separating the functionality into modules allowing the users to adjust bot features according to their needs and straightforward extensibility of the features by developers. 1
Traffic - Road Network Simulation Game
Kripner, Matěj ; Ježek, Pavel (advisor) ; Švancara, Jiří (referee)
The goal of this thesis was to implement the mobile game Traffic, in which the player controls a car and navigates through a road network. The general concept of the game is based on our vision of a game simulating the experience of driving that would be different from similar existing games. This vision proved to be overly complex. Therefore, we selected only a subset of its features while ensuring that the resulting game can serve as a basis for future extension towards the original vision. We targeted the Android operating system and used the Unity game engine and C# for implementation. In the resulting game, the player acts as a taxi driver, i.e. they pick up customers and drop them off at designated locations. The player receives game money and rating based on the quality of each ride. The game world contains roads, intersections, sidewalks, buildings and pedestrians. The game world can be edited by a game designer with no programming skills. The designer can shape the roads and sidewalks using Bézier curves and connect roads into intersections. The shape of intersections is generated automatically. 1
Vector Graphics Editor for the AGE Project
Šebetovský, Jan ; Ježek, Pavel (advisor) ; Šerý, Ondřej (referee)
Present work studies possibilities of creating the vector graphics editor, which would be able to work as part of project AGE. Purpose of this project is to create integrated graphics tool. This work also contains program which is basic version of described editor. The advantage of this editor is especially ability to compute dimensions and colours of objects in picture from properties of another objecet in picture according to expression created by user. Editor also supports layers (in form of groups of objects), export of picture into bitmap formats and ability to work with Bézier curves. In addition this program almost fully supports filters, which are created in other work.
Software System Simplifying AI Development in Computer Games
Mašek, Martin ; Ježek, Pavel (advisor) ; Keznikl, Jaroslav (referee)
Artificial intelligence (AI) in games is developed by programmers and AI designers. Designers are experts on AI but they are not programmers. Because of that there is a need to create a tool which non-programmers can use in an easy way. The Behavior trees have proven as a very good concept for creating an AI. The concept of Behavior trees enabled the development of Revive framework which is part of this work. The Framework is developed in C# for .NET platform. Revive framework contains a graphical editor which enables creating of the Behavior trees. It has also been designed with a strong focus on ease of implementation and therefore it can be easily implemented in the games. The framework also provides an option to oversee the decision process of Behavior tree. Revive can be used by small games and demonstration of Revive usage is part of this work.
Tournament Management System
Houška, Čestmír ; Obdržálek, David (advisor) ; Ježek, Pavel (referee)
In this work the speci fics of various tournament systems are analyzed and an object data model is proposed that can be used to model these tournament systems conveniently. A tournament management application that implements this model comprises another part of the work. Emphasis was given to the open nature and to the extensibility and universality of the application. Another important part of the work is a case study that shows how the application can be used in praxis. The case study is made using the real data from a robotic competition Eurobot 2010.
Dungeon Master Game for the .NET Platform
Geiger, Petr ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The goal of this thesis is to reimplement the Dungeon Master game. Currently there exist several clones of this wellknown game. However, compared to them this thesis focuses on aspect stated below. The game is implemented in the C# language using .NET platform. Furthermore, the entire engine is designed towards sustainability and scalability - i. e. that by using this engine it is possible to design slightly different game based on the same principles. Especially, it is easy to add new features to the engine. The engine is also prepared for different input formats of levels. Also the rendering layer of the game engine is completely separate. Due to nature of the project the engine can serve as a representative example of a complex program in programming courses. Powered by TCPDF (www.tcpdf.org)
CMS Supporting Dynamically Generated Content
Nádraský, Václav ; Ježek, Pavel (advisor) ; Šerý, Ondřej (referee)
The topic of this thesis covers design and development of content management system which is easily extensible. It allows creating websites out of components which can be placed at any place in a web site. These components can contain a complex application logic which is independent of a layout of user controls. Content management system also contains a component allowing to place any data from any database into web site content without need to program or to create SQL queries.

National Repository of Grey Literature : 219 records found   previous11 - 20nextend  jump to record:
See also: similar author names
5 JEŽEK, Přemysl
10 Ježek, Petr
5 Ježek, Přemysl
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