National Repository of Grey Literature 19 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Racing Game in 3D
Ševčík, Martin ; Láník, Aleš (referee) ; Šuška, Boris (advisor)
This bachelor's thesis describes issues of interaction between Java Monkey Engine (jME) and models created with program Autodesk 3D Studio Max. It contains theoretical basis for the jMonkey Engine architecture and Lightweight Java Game Library (LWJGL). In the following section, the thesis describes techniques of working with objects in the 3D scene and their way of implementation.
Multi-Platform Game Built on XNA
Chramosil, Marek ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
This bachelor's thesis describes creation of multi-platform 3D space game written in XNA Framework 4.0 and running on PC and Xbox 360. At first it introduces technologies used in the game, including hardware and capabilities of the Xbox 360 game console. Subsequently it covers design, implementation and optimization of said game. In the last part it describes prerequisities and  differences of Xbox 360 development, including console specific optimizations. It also outlines posibility of porting the game to the Windows Phone platform.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Interactive OpenGL Demo
Chukir, Patrik ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describe implementation of simple 3D game by OpenGL. The attention is paid to draft of this game and specific implementation, which is output of this work. In text of thesis is described usage of libraries Assimp , Bullet and IrrKlang . Assimp for loading  an .obj and .dae model file. Bullet for detection of collision and physics of scene. And IrrKlang for sounds. Furthmore thesis  deals with lighting, shadows and implementation of Skeleton animation . Part of thesis is dedicated to implementation of skybox and changing day and night. In last chapter are analyzed test of game.
Game in Unity Engine
Uhlíř, Radek ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to design and create innovative game in the Unity engine . Implement classic game mechanic and create more unique game mechanics for solving different logical puzzles . The thesis also focus on the use of tools and components within the Unity editor and creating custom components .
3D Game in Unity with Music Analysis
Petrjanoš, Jakub ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis is about music analysis and it's usage in game development in game engine Unity. With help of music analysis there is implemented path finding in procedural generated terrain. In development were used experimental methods and result is game, which generates path based on chosen song through procedural generated terrain and visualizes music.
3D Racing Game
Vlach, Jan ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This bachelor thesis focuses on desing and implementation of 3D racing game with graphical effects. The goal of this thesis is to create a racing game with the help of particle emitors. For collision detection is used Bullet physics library. Because of it, all players react to other scene objects. Terrain is generated from height map and supports multitexturing technique, which allows for multiple textures to be applied to terrain's surface. Game's racing track is defined by collision map. In thesis, there is an emphasis on creating editor for easy map creation and editation. Editor allows for drawing Kochanek-Bartels splines, which are then used to determine the movement of the oponents.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
3D strategic-combat multiplayer computer game
Stacho, Jakub ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
Many players like to play strategic and RPG games. Nowadays, is almost necessary, that player can play against players all over the world, which will be the key element in designing and implementation of our game. The goal of the thesis is to design and im- plement a 3D computer game with multiplayer mode with action and strategic elements, which is played from a third-person view while using modern tools for creating games. The player can gather wood from trees in the world, which can be used to either build or upgrade structures and creating nonplayer entities, that are gathering this resource by themselves. In the game, we can found neutral buildings. When they are captured, they produce other types of resources, which can be used for equipment to be able to fight against other players. The goal of the game is to destroy the enemy's main building. The game offers multiplayer mode 1v1, where any player around the world can connect and play. The game is implemented using the Unity game engine, which offers wide options for game creation. In this thesis, we are solving matchmaking problems and implementing our own solution, which offers players to either create or connect to a game. Within pro- blem analysis, we discuss choosing the best framework supporting creating multiplayer games inside Unity, or we...
Multi-Platform Game Built on XNA
Chramosil, Marek ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
This bachelor's thesis describes creation of multi-platform 3D space game written in XNA Framework 4.0 and running on PC and Xbox 360. At first it introduces technologies used in the game, including hardware and capabilities of the Xbox 360 game console. Subsequently it covers design, implementation and optimization of said game. In the last part it describes prerequisities and  differences of Xbox 360 development, including console specific optimizations. It also outlines posibility of porting the game to the Windows Phone platform.

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