• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • Tagged with
  • 5
  • 5
  • 5
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Design and implementation of application independent easy-to-use game engine

Kondrak, Krzysztof January 2009 (has links)
<p>The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in ease of use may limit the functionality of the engine.</p>
2

Development of three AI techniques for 2D platform games

Persson, Martin January 2005 (has links)
<p>This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics.</p>
3

Design and implementation of application independent easy-to-use game engine

Kondrak, Krzysztof January 2009 (has links)
The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in ease of use may limit the functionality of the engine.
4

Development of three AI techniques for 2D platform games

Persson, Martin January 2005 (has links)
This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dissertation is in the second part where three techniques that never were properly implemented before 3D games took over the market are introduced and it is explained how they would be done if they were to live up to today’s standards and demands. These are: line of sight, image recognition and pathfinding. These three techniques are used in today’s 3D games so if a 2D game were to be released today the demands on the AI would be much higher then they were ten years ago when 2D games stagnated. The last part is an evaluation of the three discussed topics.
5

Evaluating the efficiency of general purpose and specialized game engines for 2D games

Thomas Michael Brogan III (18429519) 24 April 2024 (has links)
<p dir="ltr">In the ever-changing landscape of game development, the choice of game engine plays a critical role in deciding the efficiency and performance of a game. This research paper presents a comparative analysis of the performance benchmarks of large general purpose game engines, specifically Unreal Engine 5, Unity, and Godot, versus small genre-specific engines in the context of a simple 2D projectile dodging game. The study focuses on two-dimensional games, which are particularly popular with small studios and indie developers. All three general purpose engines evaluated claim to support building both 2D and 3D applications, however since 2D game logic tends to be smaller scoped and more compact such games are impacted greater by any overhead and bloat the engine introduces, which this research paper intends to evaluate. A series of controlled experiments are conducted to assess each engine's performance in processor utilization, power consumption, memory usage and storage space requirements.</p>

Page generated in 0.0477 seconds