National Repository of Grey Literature 140 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Generování 2D map pro počítačové hry
Glos, Kryštof ; Vlnas, Michal (referee) ; Matýšek, Michal (advisor)
This thesis focuses on various methods of procedural generation in the context of the gaming industry, particularly in the field of map creation. The aim of this work is to develop a Colony-sim game utilizing procedural content generation. I conducted an analysis of different content creation methods and examined approaches to automating the generation of game environments. The chosen method for creating game areas is Perlin noise, coupled with the utilization of height maps. In addition to Perlin noise, I also implemented the Wave Function Collapse (WFC) algorithm, enabling the generation of detailed and structured map regions. The thesis presents an algorithm that generates functional, unique, and non-repeating maps based on input parameters, ensuring replayability. The key output of this work is a game that implements procedural algorithms for generating maps applicable across a wide range of 2D games.
The impact of the usage of swear words in computer games on the speech of youth measured on the let's-play videos
Šindelka, Jan ; Kafka, Clemens (advisor) ; Broukalová, Jindra (referee)
This bachelor's thesis deals with the issue of using swear words while playing computer games. The question of whether playing computer games influences the use of profanity in youth language will be answered. The work will be watching selected "Let's Players" who play and comment on computer games, of which they make a video recording, which they later publish on, for example, YouTube or similar online platforms. On the basis of these videos, research into the speech used will be carried out. In this work, video recordings will be analyzed with an emphasis on the use of few words. Individual dirty words will be analyzed using the Duden dictionary. The possible influence of the English language on the use of profanity in the German language will also be investigated. Key words: Swear words, computer games, let's play, colloquial speech, youth speech
Jewellery
Cendelínová, Kateřina ; Gašparovičová, Lucia (referee) ; Vaněk, Vojtěch (advisor)
The master's thesis deals with the methods of creation and innovation in the field of original jewellery. This includes the process of creating my own brand, including the creation of a corporate identity, branding strategy and communication with the target audience. An important part of the project is the presentation of a collection of my own designer rings.
Adaptive Plot Generation in Role-Playing Game
Vymazal, Jiří ; Grochol, David (referee) ; Hrbáček, Radek (advisor)
Generating a story, while trying to preserve at least some qualities of author-written narrative is a complex issue. In this thesis several currently existing systems and approaches are discussed. Then, a solution based on evolutionary computation is presented, and its traits shown on small-scale proof-of-concept scenario. Finally, this approach is compared againist existing solutions.
Virtual World
Kováč, Robert ; Heriban, Pavel (referee) ; Roupec, Jan (advisor)
The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
Library for Rigid Body Dynamics
Moravčík, Libor ; Janoušek, Vladimír (referee) ; Peringer, Petr (advisor)
This thesis sums up a basic knowledge about rigid body simulations in two dimensional space of computer games.Practical result is a hands-on library written in C++. Collision geometry of rigid bodies is simplified to convex polygons and circles. Multiple bodies can be joined together via a joint. Collision detection is split in to two phases, broad and narrow. Broad phase is implemented using a dynamic aabb tree while narrow phase uses Gilbert-Johnost-Keerthi (GJK) algorithm with Expanding Polytope Algorithm as an extension for detecting collision points between two polygons.
The use of speech output as a way to overcoming barriers to using computers by blind people
Rybák, Petr ; Bubeníčková, Hana (referee) ; Ondrák, Viktor (advisor)
The goal of this work is to show possibilities in developing computer applications without obstacles for their users. The work describes designing a computer version of classical desk board game Scrabble. The result is a description of a way how to create such game that will be ready to be played by blind and visually impaired people without any need of assistance of sighted person.
Scriptable Fight System for Turn-Based Computer Game
Kanich, Ondřej ; Dolíhal, Luděk (referee) ; Husár, Adam (advisor)
This bachelor's thesis deals with creation of fight system and artificial intelligence for it. The goal of this project is to give an opportunity for low-experienced programmers to design and implement their own artificial intelligence. The Project DrdSim is used as a platform for this thesis. Extended fight system of the Dragon's lair (Czech version of D&D) is employed as a model for created system. Artificial intelligence is implemented by DSL, special language of DrdSim platform. An approach of reactive agents is used for artificial intelligence.
Computer Games and the Human Brain
Hanuš, Marek ; Šedrlová, Magdalena (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou počítačových her a jejich vlivu na lidský mozek. Cílem první kapitoly je popsat základní vlastnostmi lidského mozku a jeho schopnosti, které developeři počítačových her využívají při vytváření her pro jejich cílovou skupinu zákazníků. Druhá kapitola se zaměřuje na lidské emoce a projevy, které developerům pomáhají, aby mohli vyhovět všem potencionálním uživatelům. Dále tato kapitola popisuje, jak mohou developeři prostřednictvím různých herních aspektů, jakými jsou hudba, narativ, grafický design a herní mód, v člověku evokovat určité emoce a donutit je podvědomě vnímat atmosféru hry. V práci je také popsán vliv těchto aspektů na lidské chování. Poslední kapitola teoretické části práce se zabývá závislostí na hrách a s tím spojenou problematikou. Praktická část práce se věnuje dotazníkovému průzkumu, jehož účelem bylo potvrdit nebo vyvrátit tvrzení v teoretické části. Dále poukazuje na genderové rozdíly v průmyslu počítačových her a ukazuje preference respondentů, které by mohly developerům umožnit zdokonalit kvalitu počítačových her.
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.

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