National Repository of Grey Literature 10 records found  Search took 0.00 seconds. 
Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
Driving School - Rules of the Road
Porč, Jiří ; Žák, Pavel (referee) ; Chudý, Peter (advisor)
This diploma thesis focuses on a traffic simulator design. The matter of simulation methods is described here as well as a project of a town model, road system and its usage in an implementation in a traffic simulator. The work further explains the principles and techniques for creation of the town model in an editor and it analyzes traffic rules that are necessary for the creation of the simulator of this type. The created simulator uses various engines for its functioning. It would not be possible to continue in further work without their proper adjustment. That is why the installation of the used engines is described in the thesis. Principles of 3D model and texture usage are also explained.
Survival Game in Procedurally Generated World
Macháček, Luboš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
Project is about developing a 3D computer game using procedural generation for game world creation. The development includes a game engine which powers the game. Various experimental approaches and mechanics are used during the development to find out their usability in practice.
Support for fractures in jbox2d engine
Beňovič, Marek ; Kofroň, Jan (advisor) ; Vinárek, Jiří (referee)
JBox2D is a game engine simulating the physics of solid objects and liquids in a 2D space. This project provides a JBox2D library extension that allows for fracturing of objects after their collision. The presented algorithm prioritizes its smooth running in real time, low processing power requirements and a natural flow of the fracturing processes. The algorithm also provides a possibility to define the materials of the objects to be fractured and set their properties, which in turn determine the outcome of the simulation process of fracturing these objects. A simple programming interface based on the logic of the library is provided. In order to demonstrate the usability of the solution, the project also contains a simple framework with test scenarios simulating fracturing of objects. This project provides new possibilities for developing 2D games for mobile devices and personal computers. 1
Dynamic simulation of rigid bodies using programmable GPUs
Cséfalvay, Szabolcs ; Kmoch, Petr (advisor) ; Kolomazník, Jan (referee)
The goal of this work is to create a program which simulates the dynamics of rigid bodies and their systems using GPGPU with an emphasis on speed and stability. The result is a physics engine that uses the CUDA architecture. It runs entirely on the GPU, handles collision detection, collision response and different forces like friction, gravity, contact forces, etc. It supports spheres, rods (which are similar to cylinders), springs, boxes and planes. It's also possible to construct compound objects by connecting basic primitives.
Survival Game in Procedurally Generated World
Macháček, Luboš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
Project is about developing a 3D computer game using procedural generation for game world creation. The development includes a game engine which powers the game. Various experimental approaches and mechanics are used during the development to find out their usability in practice.
Support for fractures in jbox2d engine
Beňovič, Marek ; Kofroň, Jan (advisor) ; Vinárek, Jiří (referee)
JBox2D is a game engine simulating the physics of solid objects and liquids in a 2D space. This project provides a JBox2D library extension that allows for fracturing of objects after their collision. The presented algorithm prioritizes its smooth running in real time, low processing power requirements and a natural flow of the fracturing processes. The algorithm also provides a possibility to define the materials of the objects to be fractured and set their properties, which in turn determine the outcome of the simulation process of fracturing these objects. A simple programming interface based on the logic of the library is provided. In order to demonstrate the usability of the solution, the project also contains a simple framework with test scenarios simulating fracturing of objects. This project provides new possibilities for developing 2D games for mobile devices and personal computers. 1
Dynamic simulation of rigid bodies using programmable GPUs
Cséfalvay, Szabolcs ; Kmoch, Petr (advisor) ; Kolomazník, Jan (referee)
The goal of this work is to create a program which simulates the dynamics of rigid bodies and their systems using GPGPU with an emphasis on speed and stability. The result is a physics engine that uses the CUDA architecture. It runs entirely on the GPU, handles collision detection, collision response and different forces like friction, gravity, contact forces, etc. It supports spheres, rods (which are similar to cylinders), springs, boxes and planes. It's also possible to construct compound objects by connecting basic primitives.
Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
Driving School - Rules of the Road
Porč, Jiří ; Žák, Pavel (referee) ; Chudý, Peter (advisor)
This diploma thesis focuses on a traffic simulator design. The matter of simulation methods is described here as well as a project of a town model, road system and its usage in an implementation in a traffic simulator. The work further explains the principles and techniques for creation of the town model in an editor and it analyzes traffic rules that are necessary for the creation of the simulator of this type. The created simulator uses various engines for its functioning. It would not be possible to continue in further work without their proper adjustment. That is why the installation of the used engines is described in the thesis. Principles of 3D model and texture usage are also explained.

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