National Repository of Grey Literature 62 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
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.
2D Game Vegetation Generation and Simulation on GPU
Dubský, Tomáš ; Starka, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Cílem práce je implementace hardwarově akcelerovaného procedurálního generování a simulace vegetace zasazené do dvojdimenzionálního herního světa. Pomocí L-systémů je generováno několik druhů rostlin. Vegetace je tvořena propojenými segmenty větví, které se ohýbají ve větru, rostou na nich listy a mohou hořet. Vegetace je zobrazována pomocí malých dlaždic, aby zapadla do okolního světa, který je tvořen pravidelnou mřížkou dlaždic.
Methods of Generating Plants for Computer Graphics
Picek, Jiří ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis deals with methods useable for a plant generation for computer graphics. Most detailed described method is generation by L-system. The thesis describes idividually extensions of 0L-systems. To get a geometric representation of model, the output of the L-system is proceed by turtle graphics. The geometric representation of model is drawn using OpenGL graphics library. Textures are generated by Perlin's noise function implemented in GLSL.
Generating Procedural Terrains
Petlan, Michael ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This thesis deals with algorithms of stochastic generating of height maps. The thesis describes the basic theoretical knowledge and extends it by usage of L-systems for generating a network of rivers. There has been implemented a library of the height map generating algorithms and a demo application within the thesis.
Procedural Architecture
Roreček, Pavel ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describes implementation of library used for procedural generating of architecture. The thesis describes way of handling input files containing rules and symbols. Generated model is shown using visual application that uses OpenGL library and the model can be exported.
Procedural Generation in Unity
Goš, Pavel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to develop a procedural generator of dungeons in the Unity game engine. The description of the most important parts of the Unity engine can be found in this thesis. The development and implementation of procedural generation of map layout using Perlin noise and interior decoration is described here as well.
L-Systems and Their Applications in Computer Graphics
Sojma, Zdeněk ; Čermák, Martin (referee) ; Koutný, Jiří (advisor)
This Bachelor's thesis describes deterministic context-free L-systems (D0L-systems), which function is parallel rewriting symbols in string for purpose of modeling plant-like structures, mainly plant leaves. Next it shows how to use such L-systems in computer graphics and explains usage of stochastic L-systems. They effect topology and geometry of plant by randomizing interpretation of the L-system and allow us to generate whole class of respectively different but still simile leaves. L-system interpreter is implemented in .NET framework with OpenGL library.
Sequential and Parallel Grammars: Properties and Applications
Klobučníková, Dominika ; Martiško, Jakub (referee) ; Meduna, Alexandr (advisor)
This thesis deals with the topic of sequential and parallel grammars. Both of these groups cover a large number of grammar families, most of which, however, are not widely used because of the difficulties related to their processing. The thesis examines some of these grammar types, such as scattered-context grammars, multigenerative systems, and interactive L-systems, with focus on their normal forms. Subsequently, it introduces a set of algorithms utilising properties of the discussed grammar types as well as their normal forms. These algorithms are based on the Cocke-Younger-Kasami algorithm for context-free grammars, and are capable of parsing any grammar in the corresponding normal form. Finally, a program implementing the proposed algorithms is presented.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.

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