National Repository of Grey Literature 7 records found  Search took 0.01 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.
Graphics Intro 64kB Using OpenGL
Bobuľa, Matej ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis deals with the problem of creating an OpenGL Graphical Intro with size limited to 64kB. It describes different techniques and methods used to create such intro. These methods are: procedural generation of terrain, procedural generation of textures, lighting, animation and particle systems. It also deals with size-reduction methods such as compiler configuration and file compression. The result of the intro is a stroll in the night on a volcanic island. Created graphics intro in its size does not exceed the given limit of 64kB.
Terrain Rendering on Top of Vulkan API
Méry, Jozef ; Starka, Tomáš (referee) ; Káčerik, Martin (advisor)
This thesis describes a framework, which has the ability to create and draw a procedural terrain using Vulkan API. It includes a simple introduction to the theory of procedural generation and description of systems for example entity or event system. The goal of this thesis isn't investigating various procedural terrain generation techniques. The purpose of the terrain is a visual demonstration of functionality of the framework.
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.
Terrain Rendering on Top of Vulkan API
Méry, Jozef ; Starka, Tomáš (referee) ; Káčerik, Martin (advisor)
This thesis describes a framework, which has the ability to create and draw a procedural terrain using Vulkan API. It includes a simple introduction to the theory of procedural generation and description of systems for example entity or event system. The goal of this thesis isn't investigating various procedural terrain generation techniques. The purpose of the terrain is a visual demonstration of functionality of the framework.
Graphics Intro 64kB Using OpenGL
Bobuľa, Matej ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis deals with the problem of creating an OpenGL Graphical Intro with size limited to 64kB. It describes different techniques and methods used to create such intro. These methods are: procedural generation of terrain, procedural generation of textures, lighting, animation and particle systems. It also deals with size-reduction methods such as compiler configuration and file compression. The result of the intro is a stroll in the night on a volcanic island. Created graphics intro in its size does not exceed the given limit of 64kB.
Graphics Intro 64kB Using OpenGL
Baáš, Andrej ; Matýšek, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of a graphic intro with limited size. This work describes methods and techniques for generating the graphic content. It deals with procedural generation of textures and objects, creation of particle systems, lighting and animation of selected objects. It describes methods for reducing the size of the final application. The result is a graphical intro showing an underwater environment with a coral reef and floating fish whose size is less than 64kB.

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