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The Making of a Conceptual Design for a Balancing ToolEriksson, Jonas January 2014 (has links)
Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase.
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The Making of a Conceptual Design for a Balancing ToolEriksson, Jonas January 2014 (has links)
Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase.
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Robotické obrábění s využitím externího nástroje / Robotic machining with external toolRyvol, David January 2019 (has links)
The goal of this final thesis is to evaluate the performance of chosen CAM software in robotic deburring of cast parts while using external tool. For this purpose, an analysis of program’s functions was carried out and toolpath-making strategies were compared. The most appropriate strategy for mentioned technology was chosen based on this analysis. The generation of a toolpath was described on the example of real part from automotive industry. In order to simulate real machining process, a model of workspace was created, proper tool with spindle was selected and a method of clamping the workpiece was designed. A postprocessor was created, and so was the robot program, after successful simulation, as a foundation for possible practical test. PowerMill software proved to be not very suitable for this kind of machining application, mainly because of high amount of time consumed during the whole process. So the original idea of replacing classical on-line programming with this software is not advised.
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