National Repository of Grey Literature 120 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Počítačová hra s umělou inteligencí
Ludrovan, Tomáš ; Goldmann, Tomáš (referee) ; Orság, Filip (advisor)
This thesis focuses on the development of multiplayer computer game and the examination of possibilites of using artificial intelligence for implementing entities controlled by the computer. The game code is written in C++ programming language and uses SDL2 library for user input and screen output. Besides others, some of the commonly used artificial intelligence algorithms are described here, which are used by the game either directly or as a modified version.
Maze-based 2D game
Čepelková, Kateřina ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the design and implementation of a maze generator using cellular automata and other algorithms. The goal is to integrate the generator into a labyrinth game using pathfinding and enemy placement techniques, specifically rejection sampling. The game is implemented in the Godot game engine. The final game features bonus in-game items, unique enemies with their own AI, and a level system. The benefit of the work is a universal maze generator that can be adapted for procedural generation of content in other games and expansion of the possibilities of game content creation.
View-dependent Game Mechanics
Zdeněk, Jan ; Polášek, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor thesis is to create a simple computer game in Unity that is based on a change of perspective. Furthermore, this solution includes procedural level generation, which is implemented using the cellular automaton and the marching squares algorithm. The result is thus a game that falls into the roguelike genre, providing the user with the possibility to change perspective from a top-down view to a profile view. The main task of the player is to reach the highest level and, by gradually upgrading the character, gain an advantage for the next run.
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.
Tower-defense/attack game in Unity
Kratschmer, Tomáš ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to summarize the basic aspects of games and to introduce frequently used concepts, algorithms and mechanics (not only) in card games, and at the same time to demonstrate them on the computer game ByteWars. This thesis mainly focuses on artificial intelligence techniques, such as finding the best paths in a graph (map) according to different criteria and searching the state space using the method ExpectiMinimax for the possibility of playing the game by computer. Since every game must be somehow fun and must engage the player, this thesis also discusses game design concepts. In addition to the text, the result of this work is the game itself, which is freely available on itch.io. It is developed in the popular Unity game engine using the C# programming language.
Game in Unity
Zahálka, David ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This final thesis focuses on the development of a 2D rogue-like computer game in the style of Vampire Survivors, featuring procedural elements. The game is implemented using the Unity game engine. The game map is procedurally generated using Perlin noise and cellular automata.
Demonstration of Cryptographic Problems through an Interactive Educational Game
Fišarová, Anežka ; Mezina, Anzhelika (referee) ; Mikulec, Marek (advisor)
The bachelor thesis is focused on the design and implementation of a cryptographic interactive educational game. It focuses on various cryptographic ciphers specifically selected so that people outside the field can be introduced to the subject in a demonstrative and entertaining way. Java and JavaFX were used as the programming language. The thesis consists of four parts, the first two are oriented towards the theoretical part of cryptography and the second two are more focused on the practical application and code development. As motivation for the players, a score for correctly cracked ciphers was used. Furthermore, the work includes a choice of difficulty, which influences which ciphers will be presented to the players. At the end of the thesis, the author reflects on the results and explores ways to further improve the methods presented.
Retrospective Game for Two Players
Vybíral, Jan ; Bartoš, Pavel (referee) ; Pospíchal, Petr (advisor)
The subject of this bachelor's thesis is the development of a 2D space arcade computer game. The introduction describes the history and current status of the game industry and computer graphics. Then the text deals with the libraries OpenGL and SDL chosen for development, design of game principles, realization of graphics and audio, collision system, user interface, controls and the object oriented design of the application. The second part gives an account of the implementation of the designed system in the C++ programming language. Finally the thesis contains information about the testing and evaluation of the final product.
Game Interface with Data Projector and Leap Motion
Tomeček, Adam ; Najman, Pavel (referee) ; Zahrádka, Jiří (advisor)
This thesis deals with creating of game interface for projector and palm motion sensor Leap Motion. It describes principles of projection mapping on objects and different types of projection mapping and its use. Practical part deals with designing game interface for Leap Motion and projector and designing of demonstration games. It also describes the procedure of testing created game interface and games programmatically and with users.
Physics Simulator for SandBox Type Games
Kotulič, Patrik ; Peringer, Petr (referee) ; Hrubý, Martin (advisor)
This thesis focuses on the creation of a physics simulator of rigid body mechanics. The reader is familiarized with the principles used in current simulators of rigid body mechanics. The thesis then deals with numerical integration of the equations of motion, collision detection and collision resolution. The simulator is presented on a series of experiments. The resulting application can be used as a video game or as a tool for experimentation.

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