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  • 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.
11

Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos. / Reusable solutions in the computer games domain: the practical use of design patterns in the development.

Busso, Thiago Matias 22 September 2006 (has links)
Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo. / The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
12

Development of an impact assessment tool for demolition

Kunieda, Yoichiro January 2017 (has links)
Currently in the field of demolition, which generates most of the waste in the construction industry, the treatment of waste largely relies on landfill or degraded recycling, which leads to significant consumption of natural resource and energy and a shortage of landfill site. In order to improve the inefficiency of demolition waste recovery, “to suggest improvements in the environmental impact of the demolition industry in UK” was set as the aim of the present research. After the identification of few opportunities for communication between demolishers and constructers in the current social system, a collaboration support system between these two stakeholders called ‘Demolition Project Mapping’ (DPM) system was suggested. In the system, the impact evaluation tool developed in the 4D-CAD software is applied to the demolition project simulation. This tool allows the users to dynamically simulate the impact of project planning which can be designed in the tool. In the pilot study, the simulation result shows the large potential to reduce the impact (e.g. 28% for the cost) by the tool application.
13

Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos. / Reusable solutions in the computer games domain: the practical use of design patterns in the development.

Thiago Matias Busso 22 September 2006 (has links)
Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo. / The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
14

Improving Table Scans for Trie Indexed Databases

Toney, Ethan 01 January 2018 (has links)
We consider a class of problems characterized by the need for a string based identifier that reflect the ontology of the application domain. We present rules for string-based identifier schemas that facilitate fast filtering in databases used for this class of problems. We provide runtime analysis of our schema and experimentally compare it with another solution. We also discuss performance in our solution to a game engine. The string-based identifier schema can be used in addition scenarios such as cloud computing. An identifier schema adds metadata about an element. So the solution hinges on additional memory but as long as queries operate only on the included metadata there is no need to load the element from disk which leads to huge performance gains.
15

Visual GUI System For Game Boy Advance / Nintendo DS

Tosun, Semih January 2009 (has links)
<p>The purpose of this study is to provide a simple user interface with which everyone can</p><p>design his/her own game, and play it on Game Boy Advance console. This project helps</p><p>people develop games without having programming knowledge. Everything is done by means of a user interface and without any programming knowledge. It is magic, isn’t it?</p><p>Game Boy Advance is a game console developed by Nintendo. In order to market their</p><p>products, they must also develop games running on their products. Every time they develop a game for the Game Boy Advance console, they have to implement a low level C++ application over and over again. This makes things more complicated. However, if this software is used, everything becomes easier.</p><p>This project can be seen as an interpreter that interprets the designed game, which is</p><p>very high level, and converts it to a Game Boy Advance game. If this project is finished</p><p>successfully, game design for Game Boy Advance will experience a revolution in its history.</p><p>In brief, it is required to develop a visual, GUI‐based system that allows people to develop games for the Game Boy Advance console. This GUI system is required to</p><p>implement and use the API (Game Engine) developed by Lypson.</p>
16

A MOD Player for GBA

GE, LIN, NI, DANQING January 2010 (has links)
<p>   This bachelor thesis describes the development of a MOD music player to run on GBA (Game Boy Advance) for Lypson Game Engine. GBA is a basic platform for embedded development, and the stereo system makes it possible to use the platform as a music player. The sound players of the GBA for Lypson Game Engine were designed to play wave files and the size of typical wave files is in the order of megabytes. MOD files are much smaller when compared with wave ones. Therefore, to avoid consuming the resources of the CPU and memory to process and store wave files, the use of MOD files represents a better alternative.The development took C++ as programming language and the development platform used was HAM. The first step was to obtain samples of music, and then control the hardware of GBA to play sound. After that, came the phase of combining it with Lipson Game Engine. These tasks enabled the acquisition of knowledge about the frame of MOD files; learning how to make the GBA play sound and mastering the operating instruction of GBA hardware by the process of development. In addition, it provided a chance to learn about embedded development, which represented a starting point to learn about embedded programming in general.As for the main result, it was achieved by the successful development of the MOD Player, which is now running on the Lypson Game Engine. As the MOD files are of small size, the music player is more efficient when compared with those previously used.</p>
17

Implementation of a 2D Game Engine Using DirectX 8.1

Persson, Martin, Lindsäth, Daniel January 2004 (has links)
<p>This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.</p>
18

An Adaptive Approach to Exergames with Support for Multimodal Interfaces

Silva Salmeron, Juan Manuel 30 January 2013 (has links)
Technology such as television, computers, and video games are often in the line for reasons of why people lack physical activity and tend to gain weight and become obese. In the case of video games, with the advent of the so called “serious games initiative”, a new breed of video games have come into place. Such games are called “exergames” and they are intended to motivate the user to do physical activity. Although there is some evidence that some types of Exergames are more physically demanding than traditional sedentary games, there is also evidence that suggests that such games are not really providing the intensity of exert that is at the recommended levels for a daily exercise. Currently, most exergames have a passive approach. There is no real tracking of the players progress, there is no assessment of his/her level of exert, no contextual information, and there is no adaptability on the game itself to change the conditions of the game and prompt the desired physiological response on the player. In this thesis we present research work done towards the design and development of an architecture and related systems that support a shift in the exertion game paradigm. The contributions of this work are enablers in the design and development of exertion games with a strict serious game approach. Such games should have “exercising” as the primary goal, and a game engine that has been developed under this scheme should be aware of the exertion context of the player. The game should be aware of the level of exertion of the player and adapt the gaming context (in-game variables and exertion interface settings) so that the player can reach a predefined exertion rate as desired. To support such degree of adaptability in a multimedia, multimodal system, we have proposed a system architecture that lays down the general guidelines for the design and development of such systems.
19

Visual GUI System For Game Boy Advance / Nintendo DS

Tosun, Semih January 2009 (has links)
The purpose of this study is to provide a simple user interface with which everyone can design his/her own game, and play it on Game Boy Advance console. This project helps people develop games without having programming knowledge. Everything is done by means of a user interface and without any programming knowledge. It is magic, isn’t it? Game Boy Advance is a game console developed by Nintendo. In order to market their products, they must also develop games running on their products. Every time they develop a game for the Game Boy Advance console, they have to implement a low level C++ application over and over again. This makes things more complicated. However, if this software is used, everything becomes easier. This project can be seen as an interpreter that interprets the designed game, which is very high level, and converts it to a Game Boy Advance game. If this project is finished successfully, game design for Game Boy Advance will experience a revolution in its history. In brief, it is required to develop a visual, GUI‐based system that allows people to develop games for the Game Boy Advance console. This GUI system is required to implement and use the API (Game Engine) developed by Lypson.
20

Modding for Emergence: Using Cellular Automata, Randomness, and Influence Maps in the Source Game Engine

Bertka, Benjamin Theodore 2010 December 1900 (has links)
Recent advances in the field of educational technology have promoted the re-purposing of entertainment-oriented games and software for educational applications. This thesis extends a project developed at Texas A&M University called Room 309, a re-purposed modification of Valve Software’s Source Development Kit that models classroom scenarios to pre-service teachers. To further explore effectiveness in the area of re-playability, this work incorporates emergent game behaviors and environments using cellular automata, randomness, and influence maps within the existing nonemergent structure. By introducing these qualities game play is expected to become less predictable, thus increasing the effectiveness of Room 309 as a learning tool.

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