National Repository of Grey Literature 59 records found  1 - 10nextend  jump to record: 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.
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.
Simulation of Collision Handling Based on Physical Model
Maštera, Petr ; Kadlec, Jaroslav (referee) ; Pečiva, Jan (advisor)
This MSc Thesis focuses on the collision detection between scene objects and consequent resolution of such collisions on the basis of physical model. The implementation of all the applications and algorithms is achieved in Win32 environment in Visual Studio using the programming language C++; it also employs the graphical library Open Inventor based on OpenGL. The work also includes additional application for the calculation of physical values. The demo applications involve algorithms for detection and resolution of explosive collision by the use of a simple and physical reflection on the basis of physical formulas and relationships. The main demo application called "tunnel transit" incorporates a simple game engine. The thesis also includes a discussion over the aroused problems with collision solving and some suggestions how to overcome them.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
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.
Simulation nd 3D Visualisation of Billiards
Luner, Radek ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
This work deals with the problem of creating billiard simulator. It explains basic physic notions required for designing physical system. Describes basic scheme of general simulator and its implementation.
Computer Game with Particle Systems
Vlková, Lenka ; Zemčík, Pavel (referee) ; Hradiš, Michal (advisor)
This bachelory thesis describes the design and the implementation of a 3D computer game with particle systems. The particle systems can be used for the simulation of a stochastic natural phenomena, for example fire and snow. In this thesis, you can find the description of the evolution of these systems, their uses and the description of the particular implementation. Other parts of the text are focused on another subjects involved in the game programming. The selection of an essential tool for game creation, a game engine, is crucial. Very important is also a collision detection that enables the movement of the objects in a game world and their responses to it. The design and the description of some parts of the implemented game is also a part of this work.     
3D Driving School
Pernica, Lukáš ; Žák, Pavel (referee) ; Chudý, Peter (advisor)
This study was created to describe and to design the 3D simulator for a driving schools. In the study there are gathered the basic definitions of available simulators and possibilities of their application in real life. This new simulator is designed on a basis of detailed study of available simulators. In study are described the issues with simulation of traffic system, monitoring compliance with the traffic rules as well as a new user interface model. The whole concept and procedure during implementation of the simulator are described at the end of the work.
Collision Detection Library
Chlubna, Tomáš ; Španěl, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the problem of detecting collisions of nontrivial polygonal models in three-dimensional space. In general, there are methods describing how to mathematically express and calculate such collisions. However, such methods are usually unsuitable for usage in information technology due to the performance and memory requirements. It is also necessary to work with the discrete time that is not present in the real world. That brings the need to implement algorithms that are not only able to detect the collisions in a specific point in time, but also to predict them according to the available data about the movement of the objects in the scene. The solution uses game development and physics simulations techniques. Therefore, this works describes some optimization techniques as well as suitable scene representation formats and GPU rendering mechanisms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.

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