National Repository of Grey Literature 14 records found  1 - 10next  jump to record: Search took 0.02 seconds. 
2D Game in Unity
Hrúz, Šimon ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This thesis deals with a comprehensive investigation of procedural map generation methods adapted for game applications. It provides an in-depth analysis of various algorithms commonly used in solving this task in praxy. Through careful analysis, evaluation and strategic selection, an improved collection of generation techniques has been developed, with an optimal use of each of them. The main result of the work is a computer game, serving as a presentation of the research and a practical demonstration of its use in the practice.
Survival/Exploration Game in Unity
Klaban, Tomáš ; Matýšek, Michal (referee) ; Vlnas, Michal (advisor)
This bachelor's thesis is focused on the development of a survival game in the game engine Unity. The game is implemented in the top-down perspective and contains survival game mechanics in the form of enemy combat, environment exploration and improving character's attributes. The game world is fully procedurally generated in chunks using Perlin noise and Poisson disk sampling algorithm. The thesis explores various ways of procedural generation, which include noise, cellular automata and genetic algorithms. The thesis also contains theoretical knowledge about pseudorandom generators, artificial intelligence and pathfinding algorithms.
2D Rogue-Like Game with Procedural Elements
Vodák, Jindřich ; Vlnas, Michal (referee) ; Polášek, Tomáš (advisor)
Tato bakalářská práce se zabývá rogue-like hrami a procesem a jejich vývoje. Nejprve poskytuje ucelený vhled do rogue-like žánru a jeho specifických mechanik, a porovnává jej s žánrem RPG. Dále je prozkoumán proces herního vývoje, společně s běžnými obchodními modely videoher. Práce představuje některé z běžně používaných metod procedurálního generování ve hrách, jako je například využití šumů či celulární automaty. Práce také poskytuje náhled na téma umělé inteligence ve hrách. Jsou znázorněny dva modely běžně používané k realizaci umělé inteligence nehráčských postav -- konečné stavové automaty a behavior trees. V oblasti umělé inteligence ve hrách je také důležité hledání cesty k cíli, tzv. pathfinding, čímž se práce rovněž zabývá. Práce představuje návrh hry nazvané Per Tenebras, vysvětluje určitá rozhodnutí ve vývojovém procesu hry, a prezentuje implementaci výsledného produktu pomocí herního engine Unity. Výsledná hra byla rovněž vyhodnocena uživateli v rámci uživatelské studie.
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.
Building computers in virtual reality
EDER, Ondřej
This thesis focuses on the process of building computers and the potential of using Virtual Reality (VR) in order to learn this process. The main focus of the thesis is to create a VR application that would allow even low-tech users to learn how to build a computer, and then showing a brief economic comparison of the use of this technology in practice for staff training purposes. The thesis starts by discussing the field of computers and the individual components used in the building process, and then briefly describes the field of VR itself, its history, current state and use cases. The main part of the thesis is a description of the actual development of the application in the Unity Engine using the C# programming language. The thesis then describes the process of publishing this application on the SideQuest platform. Ultimately, the thesis compare standard and VR training methods, their advantages and disadvantages, and make a simplified economic comparison showing that using VR to train employees can already be a very interesting option even nowadays.
3D Game in Unity with Music Analysis
Majcher, Marek ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with various methods of analysis of sound signals, Unity engine and procedural generation of graphics. The main goal was to create a working game that would demonstrate music analysis in an appropriate way using procedural generation of graphics. Important graphical medium, that collaborates on final graphical effect, are various graphic shaders that mold final audiovisual effect thus making it interesting for the player.
Geometric algebra applications
Machálek, Lukáš ; Návrat, Aleš (referee) ; Vašík, Petr (advisor)
Tato diplomová práce se zabývá využitím geometrické algebry pro kuželosečky (GAC) v autonomní navigaci, prezentované na pohybu robota v trubici. Nejprve jsou zavedeny teoretické pojmy z geometrických algeber. Následně jsou prezentovány kuželosečky v GAC. Dále je provedena implementace enginu, který je schopný provádět základní operace v GAC, včetně zobrazování kuželoseček zadaných v kontextu GAC. Nakonec je ukázán algoritmus, který odhadne osu trubice pomocí bodů, které umístí do prostoru pomocí středů elips, umístěných v obrazu, získaných obrazovým filtrem a fitovacím algoritmem.
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 .
Non-Euclidean VR Game
Vašek, Matej ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This work deals with the design and implementation of a logical genre video game which experiments with non-euclidean space. Such space is characterized by the fact that it often denies the basic geometric rules of conventional euclidean space. The game is designed for one player and is intended for peripheries of virtual reality. The implementation of the game was carried out in the development environment Unity with the use of the C# programming language. The work contains informations about the principles and methods of creating non-euclidean elements as well as solutions to general problems associated with traditional VR game. One of the main mechanics of the game is the so-called portal, which can be described as a surface connecting two distant spaces. The text contains not only the concept of implementing such a mechanism but also surrounding aspects such as realistic physical interaction, visual representation, ways of teleporting between portals and various optimization techniques that allow efficient implementation of such a system. The final game also contains several levels in the form of logical puzzle levels that demonstrate various ways of using portals. Such a system is not only usable as a game mechanic that is presented to the user but also as an assistive tool that facilitates the logical arrangement of a 3D scene or as a way to expand the often limited physical VR space.
Roguelike Game in Unity
Mančuška, Adrian ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This bachelor's thesis deals with the development of a roguelike game with multiple generated levels using the game engine Unity. The thesis explores various uses of procedural generation, which include various noises, grammars, and cellular automata. At the same time, possibilities of combining these techniques with manual game content creation are also explored. This thesis also deals with other areas necessary for game development, such as pseudorandom generators and artificial intelligence. The thesis discusses some of the possibilities of implementation of artificial intelligence. These possibilities are finite state machines and behaviour trees. Pathfinding algorithms are needed too, for example the A* algorithm. From design standpoint, the focus is on fulfilling various characteristics and requirements of the roguelike genre of games.

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