National Repository of Grey Literature 78 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Hra na motivy metroidvania s psychologickými prvky
Štípek, Jiří ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Inner Shadows is a video game where the main character battles and gradually overcomes his phobias, which seemingly threaten the world. The game offers an experience of confronting the dark sides of the psyche and illusions. The main character gradually develops his skills, leading to the revelation of the profound impact of fear on human perception. Inner Shadows mediates the experience and reflection on one's own phobias and their impact on reality. The game creates a space for confronting phobias, enabling the gradual overcoming of fears and the acquisition of skills for their resolution. The goal is to explore the potential of video games as a tool for processing emotional problems, especially phobias, and their influence on players. The resulting video game is created using the Unity game development engine.
Game with Procedural Enemies
Teplan, Kristof ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
Procedurálne generovanie obsahu si získalo veľkú popularitu, najmä v hernom priemysle. Oblasť procedurálneho generovania nepriateľov v hrách však zostáva relatívne nepreskúmaná. Táto práca sa zameriava na vývoj rogue-like 2D hry, kde hráč bojuje proti procedurálne generovaným robotom. Hra je implementovaná v Unity Engine, pričom sa využíva vlastný maticový L-systém na generovanie robotov z blokov s rôznymi funkciami. Umelá inteligencia robotov je poháňaná neurónovou sieťou, ktorá bola vycvičená pomocou posilovaného učenia s využitím nástroja Unity ML-Agents. Všetky systémy sú integrované do konečnej hry, ktorá zachytáva klasické vlastnosti rogue-like žánru.
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Detektivní hra s prvky dobrodružství
Garipova, Dinara ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of the work is to design and create a detective computer game with elements of the adventure genre, designed to deeply immerse players in an interactive story using visual novel mechanics and puzzles. The game consists of a main and a secondary part, where in the former the player is immersed in the story through dialogues. The main task of the player is to solve the mystery of the ancient village using clues and solving puzzles. The secondary parts consist of various mini-games aimed at training memory, logical thinking and reaction speed. The resulting application was created using the Unity game development engine and tested with Google forms.
Game in Unity
Zahálka, David ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This final thesis focuses on the development of a 2D rogue-like computer game in the style of Vampire Survivors, featuring procedural elements. The game is implemented using the Unity game engine. The game map is procedurally generated using Perlin noise and cellular automata.
Simulační strategie včelstev
Klimecká, Alena ; Polášek, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor thesis is to design, implement, and test a game inspired by the life of bees. The design is based on researched data regarding bee biology and reviews of existing games on this topic. The game was developed using the Unity engine and coded in C\#. It features a tutorial campaign as well as the main gameplay, incorporating mechanics such as unit movement, combat with enemies, building of structures, world generation and exploration. The result is a 2D strategy game that not only offers a gaming experience but also educates players about the life of bees.
2D plošinová hra v Unity
Fulla, Roman ; Vlnas, Michal (referee) ; Karas, Matej (advisor)
The objective of this Bachelor's thesis is to analyse in detail the history and the current state of development of 2D platformer games. To achieve this goal, various successful titles and currently in use game engines are examined. The acquired knowledge is applied in design and subsequent implementation of a short video game demo, presenting various aspects of game development. Unique mechanics serve the purpose of an innovative element. The resulting demo is presented in the form of a short video. Thus, this thesis provides a new perspective on the development of platformer games.
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.
Motion Analysis
Hudec, Jiří ; Čmiel, Vratislav (referee) ; Sekora, Jiří (advisor)
Bachelor thesis is dealing with how to analyze human walk with Vicon camera system. In the first chapter are described elementary ideas for gait analysis and principal methods of Vicon system. There is also discussed basic layout of cameras in the laboratory and layout of markers attached at a human body. The second chapter is also about synchronisation of multiple cameras and description of CVS format. Further, in the third chapter are discussed four algorithms created in Matlab for a description of gait analysis. In the last fourth chapter are discussed the results of the software from Matlab and comparison these results with results made in the laboratory of gait analysis.
River management with regards to flood protection and revitalisation
Pastorková, Nikola ; Petrula, Lubomír (referee) ; Duchan, David (advisor)
The theme of this bachelor thesis is the hydraulic assessment of water flow capacity in the river kilometer 12,227 – 17,979, at flows Q5, Q20 and Q100 using 1D and 2D model in the program HEC-RAS 5.0.7. From the results of the overflows, flood protection measures have been proposed in two locations in the urban area and the revitalization of the stream has been also proposed. Furthermore, a hydraulic verification of the flood protection design took place.

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