National Repository of Grey Literature 10 records found  Search took 0.01 seconds. 
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.
Lili game application
Hrbáčová, Veronika ; Debnárová, Veronika (referee) ; Vaněk, Vojtěch (advisor)
Main focus of this diploma thesis is the development of educational game app for people with severe mental disabilities, designed for the iOS platform, primarily for iPad. The Lili application is an application designed for people with moderate to severe mental disabilities. Its purpose is to provide user with a set of fun rehabilitational or educational activities on a suitable platform. The goal is to not only make these activities engaging but also giving the user as much independence as possible. The theoretical part of the thesis focuses on the motivation behind creation of this app and its possible contribution to special education and personal use. It also describes the process by which the app was created - from consultations with special educators, through testing to the creation of a graphical user interface. It also discusses the choice of platform and tools. Thanks to consultations in the game media studio, the original prototype changed its user interface and also expanded to include more games, specifically painting, sound recognition, coloring book and color recognition. Thanks to consultations in the studio, the application has been completed and is ready for release in the App Store.
Action Game Demo in Unity
Petr, Radek ; Kapinus, Michal (referee) ; Matýšek, Michal (advisor)
Tato práce se zaměřuje na vývoj her a návrh herních mechanik, které umožňují hráčům interakci s prostředím, překonávání překážek a postup ve hře. Herní engine Unity spolu s jeho fyzikou a řešením umělé inteligence byl využit k vytvoření sady nástrojů, kterou hráč postupně poznává a učí se použít. Cílem je vyzvat hráče k řešení hádenek, či k boji s nepřáteli, vyžadujícími rychlou akci i kreativní řešení problémů. Tato práce poskytuje náhled do složitého procesu vývoje her a technických výzev spojených s tvorbou poutavých herních mechanik, které udržují hráče angažované a ponořené do herního světa.
Design and Implementation of Racing Computer Game
Dvořák, Tomáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The aim of this thesis is to create a racing game in order to revive this genre. The game is developed in Unity game engine and uses similar elements from other popular titles. However, it is most reminiscent of Trackmania. The player drives around in a course and tries to beat preset times. There are five ratings in total – none, bronze, silver, gold, platinum. The thesis does not only describe the implementation of said game, but it also contains the data gathered from testing and major changes made thanks to user responses.
2D Platformer Game
Vincenc, Lukáš ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create a 2D platformer game, that allows the user to create his own levels. Firstly, some basic terminology concerning game development is explained. Then the design and implementation of the game is described. The implementation is carried out using the Unity game engine combined with scripts in the C# programming language. User created levels are represented with the use of images in the TIFF format. These images can be simply uploaded to the game and the corresponding level is generated. The ability to create layers in the image is utilized. Each layer contains different information to be generated.
Metodika herního vývoje
FORMÁNEK, Karel
The bachelor's thesis deals with methodology design for the development team in Sever Game Studio s.r.o. The theoretical part briefly describes game development and basic principles of agile methodologies. The practical part contains an analysis of the current state of the game development in the company and list of criteria for the design of a new methodology, according to which the methodology is then designed, implemented and evaluated. This methodology streamlined team collaboration and the development process on the project.
Lili game application
Hrbáčová, Veronika ; Debnárová, Veronika (referee) ; Vaněk, Vojtěch (advisor)
Main focus of this diploma thesis is the development of educational game app for people with severe mental disabilities, designed for the iOS platform, primarily for iPad. The Lili application is an application designed for people with moderate to severe mental disabilities. Its purpose is to provide user with a set of fun rehabilitational or educational activities on a suitable platform. The goal is to not only make these activities engaging but also giving the user as much independence as possible. The theoretical part of the thesis focuses on the motivation behind creation of this app and its possible contribution to special education and personal use. It also describes the process by which the app was created - from consultations with special educators, through testing to the creation of a graphical user interface. It also discusses the choice of platform and tools. Thanks to consultations in the game media studio, the original prototype changed its user interface and also expanded to include more games, specifically painting, sound recognition, coloring book and color recognition. Thanks to consultations in the studio, the application has been completed and is ready for release in the App Store.
Framework for Roguelike Video Games Development
İzgi, Erdi ; Gemrot, Jakub (advisor) ; Černý, Martin (referee)
While the video game development industry has had big success and increases in the amount of competition, using new tools which accelerate and improve the process is inevitable. Especially, domain-specific tools prevent game developers from performing unnecessary effort by providing reusable com- ponents. Partial automatization of the games that fall under the same game genre significantly decreases the development time. In this thesis, we propose an exten- sible framework architecture for roguelike video games development with a visual node-based user interface which is also artist and designer-friendly. The archi- tecture aims to provide a faster game development process by wrapping common patterns in the roguelike games into simple node representations.
Comparison of the most used game development tools
Soukup, Martin ; Pecinovský, Rudolf (advisor) ; Sečkár, Alois (referee)
This thesis deals with comparison of most used game development tools. Author places game development tools in context of today´s game industry, analyses state of the market and the latest trends in the field of game development tools. The largest part of this thesis is aimed at comparing game development tools, where five tools are selected, overviewed and compared by specified criteria. Author demonstrates several basic features of chosen game development tool on development of a simple Android game.
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.

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