National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
RPG Game in Unity with Procedural Elements
Líška, Samuel ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create 2D top-down RPG game with a focus on procedural generation in Unity. This thesis contains a summary of information about videogames, procedural content generation, game engines, and Unity itself. This thesis also contains solution design and implementation of the game. Perlin noise and its processing into the biome with the usage of Whittaker diagram has been used. Multiple systems to enhance gameplay are described as well. Lastly, this thesis contains testing and evaluation with a small survey.
RPG Game in Unity with Procedural Elements
Líška, Samuel ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create 2D top-down RPG game with a focus on procedural generation in Unity. This thesis contains a summary of information about videogames, procedural content generation, game engines, and Unity itself. This thesis also contains solution design and implementation of the game. Perlin noise and its processing into the biome with the usage of Whittaker diagram has been used. Multiple systems to enhance gameplay are described as well. Lastly, this thesis contains testing and evaluation with a small survey.
Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis
Chomut, Miroslav ; Plch, Tomáš (advisor) ; Bída, Michal (referee)
Title: Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis Author: Miroslav Chomut Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Tomáš Plch, Media and Communications Office Abstract: Pathfinding is a common problem in the computer science dealing with navigation from a starting point to a destination point. Common algorithms today are mostly based on A* search on a graph representation of navigated world. Another common approach is creation of navigation structure of convex navigation meshes and navigating on them. Our goal is to propose pathfinding algorithm on hierarchical navigation meshes, based on the terrain geometry, which benefits from complexity of hierarchical search yet provides paths comparable in length to reference ones. This thesis analyses and describes our proposed approach of navigation including generation of the navigation structure. Keywords: navmesh, pathfinding, A*, hierarchy, terrain analysis, geometry

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