National Repository of Grey Literature 6 records found  Search took 0.01 seconds. 
Maze-based 2D game
Čepelková, Kateřina ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the design and implementation of a maze generator using cellular automata and other algorithms. The goal is to integrate the generator into a labyrinth game using pathfinding and enemy placement techniques, specifically rejection sampling. The game is implemented in the Godot game engine. The final game features bonus in-game items, unique enemies with their own AI, and a level system. The benefit of the work is a universal maze generator that can be adapted for procedural generation of content in other games and expansion of the possibilities of game content creation.
Visibility Determination in 3D Maze
Hodes, Vít ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This work is about solving the visibility problem in the environment of simple 3D maze by means of BSP tree and PVS computation between leaves. It contains description of key algorithms and processes for achieving this goal. In the core of this work were all of the implemented ways of drawing measured and mutually compared. At the end are outlined next possible steps in development and evaluating achieved results.
TV competitions for youth development and transformation in the Czech republic (1992-2010) example of Bludiště competiotion
Rosenfeldová, Jana ; Macků, Lucie (advisor) ; Wolák, Radim (referee)
The bachelor thesis "TV competitions for children development and transformation in the Czech republic (1992 - 2010): example of Bludiště competition" surveys game/quiz shows for children aired by Czech television from 1992 to 2010. The theoretical part includes some aspects of the children and television relation and deals with game/quiz show genre and its characteristics. In the analytical part, one of the programmes, Bludiště competition, is the subject of the analysis, which aim is to find out how this competitition has changed within almost sixteen years of its existence. Quantitative analysis investigates primarily the importance of particular segments of the programme with focus on knowledge and entertainment part, qualitative analysis covers another changes of competition. After that game/quiz shows for children broadcasted by Czech television as a whole are examined. Again, knowledge and entertainment ratio within this programmes constitute the main object of interest, attention is dedicated also to values and messages communicated to children via this competitions. In the final part main findings are compared with the children point of view represented by results of research realized in six schools within the Czech republic. These results indicate how existing game/quiz shows dedicated to...
Visibility Determination in 3D Maze
Hodes, Vít ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This work is about solving the visibility problem in the environment of simple 3D maze by means of BSP tree and PVS computation between leaves. It contains description of key algorithms and processes for achieving this goal. In the core of this work were all of the implemented ways of drawing measured and mutually compared. At the end are outlined next possible steps in development and evaluating achieved results.
Behaviour of horses in changing environment
PÁNOVÁ, Kateřina
With the sport use of horses are increasing demands on their capacity for learning and mental abilities and therefore the ability to adapt and learn is very important. In this study, the ability to learn was studied on seven horses of different age and breed with maze method. Horses dealt with five mazes. At the end of the maze, the horses were rewarded with a treat. Two horses were taken before the end of the study so they have not participated in fifth maze. Instead of them, another horse was provided as a control horse. The exact time and response (vocalization, shyness,...) of each horse was recorded. Reactivity was assessed on the scale 0 ? non-reactive, 1 - very little reactive, 2 - less reactive 3 - reactive, 4 - very reactive. Each task was performed in three consecutive days. There was a 14-day period between each task. There was proven, that some individuals have managed to learn during progress of each task and improved their mental performance. On the other hand, some individuals have not shown the ability to learn. The results show that the ability to learn is an individual process. The time spent in the maze also depends on surrounding disturbing factors.

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