National Repository of Grey Literature 33 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci je stavěno na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Cílem práce je vytvořit aplikaci simulující ekosystém v programu Unity engine. V práci se nachází popis výhod entity komponent system architektury, atributy a rozdíly oproti tradiční architektuře. Pro běh simulace byl využit framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace emuluje Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy simulace jsou prezentovány v grafech, které splnují očekávání. Práce také poskytne hlubší porozumění entity komponent system architektury a její specifikace v rámci implementace Entitas frameworku. Shrnuje jeden z přístupů k tvoření jednoduchého ekosystému a výsledné nálezy z proběhlých simulací.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci budeme stavět na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Našim cílem je vytvořit aplikaci simulující ekosystém v programu Unity engine. Budeme se soustředit na výhody ECS architektury and vysvětlíme její atributy a rozdíly oproti tradičnímu přístupu. Pro běh naší simulace použijeme framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace bude emulovat Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy budou prezentovány v grafech, které blízce sledují očekávané grafy. Tato práce poskytne hlubší porozumění ECS architektury a její specifikace v rámci implementace Entitas. Také shrne použitý přístup ke stavění jednoduchého ekosystému a výsledné nálezy.
Design and Implementation of a Game for Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This bachelor's thesis briefly introduces the reader to the context surrounding the launch of the handheld console Nintendo Game Boy. It focuses on the development process for this console, lists the console's quirks that are essential to know in order to write effective code, and suggests solutions to some common problems. The practical part describes the design and implementation of a rhythm game for Game Boy using C language and GBDK-2020 toolkit.
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.
A Computer Game to Fight Drought in the Countryside in Unity
Olearčin, Daniel ; Milet, Tomáš (referee) ; Beran, Vítězslav (advisor)
This bachelor's thesis focuses on the design and development of the game in the Unity gaming engine. Game has the task of being educational. The player has the opportunity to familiarize himself with the different circumstances, which result on the profitability of the village and the retention of water in the country. The aim of the game is to map a small village above which it is possible to convert individual fields for other types. With simple models, characteristic calculations and rules, it is possible to monitor the impact of these changes on the profitability of the village and the retention of water in the country.
Third Person Roguelike Game in Unity
Moudrý, Daniel ; Kapinus, Michal (referee) ; Milet, Tomáš (advisor)
The thesis comprises information about the creation of a third-person roguelike computer game in Unity game engine. At the beginning the work explains what the game is about, then the work describes the principles of the games functioning and then the implementation in Unity game engine itself in the C# programming language.
Graphic Engine Based on Entity Component System
Polášek, Tomáš ; Matýšek, Michal (referee) ; Španěl, Michal (advisor)
The goal of this bachelor thesis is the design and implementation of a library for entity management which allows software development using the Entity-Component-System paradigm. Analysis of the current state of software design is presented, including comparison of techniques used for entity representation. Potential advantages of composition are discussed from the hardware point of view, primarily based on the memory hierarchy found in modern computers. Thesis proposes design of an entity system, using the ECS paradigm, which allows dynamic composition of entities during runtime of application from predefined components. The resulting system is designed to allow for easy parallelization of performed actions and user customizability of component data structures. The result of this bachelor thesis is a C++ multi-platform library, named Entropy , which enables its users to design applications using the ECS paradigm.
Short Multiplayer Minigames
Woska, Adam ; Bambušek, Daniel (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to design and implement a game demo that contains short mini multiplayer games. Unity 3D and Photon Engine were used to implement the demo. The demo consists of three separate mini games. Another content of this work is the research and analysis of games of similar genre. The design of the application and its implementation is also described in this thesis. The result of the work was then tested by real users.
Multiplayer Minigames in Virtual Reality
Čubík, Dušan ; Špaňhel, Jakub (referee) ; Bambušek, Daniel (advisor)
This thesis deals with the design and implementation of a multiplayer virtual reality game. Specifically, it is a series of fun mini-games in which players compete against each other. The result of the work is a client application with two implemented minigames for Oculus Quest and Quest 2 devices and a server application. Shooting Range is a minigame for shooting competition. Towers is a minigame in which players destroy each other's forts. The minigames have been tested by users. The Unity game engine was used to implement the client application. The XR Interaction Toolkit library was used to implement the virtual reality. The network communication on the client side is implemented by Photon PUN. The server side implementation is provided by Photon Server SDK.
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.

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