• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • 1
  • Tagged with
  • 3
  • 3
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay

Wallentin, Olof January 2014 (has links)
This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementation of each system was founded from different generations of programming paradigms which resulted in specific compositional structure based on each specific era of hardware configuration. This thesis analyses the progress of hardware alongside game entity system design to further understand its progression and evolution into today’s standards and implementation. Details on each system is provided from a design perspective for the traditional entity system and with an in-depth view for the component-based entity systems.
2

Performance of Priority-Based Game Object Scheduling / Prestanda av prioriteringsbaserad schemaläggning av spelobjekt

Bhat, Nathan, Åsberg, Filip January 2018 (has links)
This paper investigates alternative scheduling for game objects in a game engine by using priority based algorithms and comparing different priority assigning methods. Research concerning commercial game engines, game loops, concurrency and scheduling was performed. Three different scheduling algorithms were created and tested using a varying amount of game objects between two different testing scenarios. The results showed that using priority based scheduling gave a slight increase in average frames  per second (FPS) as well as boosting logical update performance of prioritized objects, however overall performance was decreased. The reason this decrease in performance occurred could have been due to the way the scheduler was implemented, and despite the decrease in performance using a priority based scheduling system was considered feasible within certain game engines. / Denna uppsats undersöker alternativa sätt för schemaläggning av spelobjekt i en spelmotor genom att använda prioriteringsbaserade algoritmer och jämföra olika tilldelningssätt för prioritetsmetoder. Forskning gällande kommersiella spelmotorer, ''game loops'', parallellisering och schemaläggning utfördes. Tre olika schemaläggningsalgoritmer skapades och testades med ett varierande antal spelobjekt i två olika testscenarion. Resultaten visade att användning av prioritetsbaserad schemaläggning gav en lätt ökning av det genomsnittliga antalet bilder per sekund (FPS) och gav bättre logikuppdateringsprestanda för prioriterade objekt. Den totala prestandan minskade dock. Anledningen till att denna minskning i prestanda skedde kan bero på hur schemaläggaren implementerades, men trots denna prestandaminskning ansågs schemaläggningssystemet vara möjlig inom vissa spelmotorer.
3

La règle du jeu et le droit : contribution à l'élaboration d'une théorie juridique du jeu organisé / The rule of game and the law : contribution to the development of a legal theory of organized game

Durez, Clément 30 June 2011 (has links)
La règlementation des jeux semble frappée de désuétude, à l’image des articles 1965 à 1967 du Code civil qui n’ont jamais été modifiés depuis 1804. Cependant, l’avènement successif de la télévision, des logiciels informatiques et d’Internet a métamorphosé les problématiques ludiques. Les juristes s’étonnent, après s’être désintéressés du jeu pendant de longues années, de le voir ressurgir dans toutes les composantes de leur discipline. À l’heure où le jeu sportif échappe encore à l’obsession réparatrice du droit de la responsabilité civile, où le jeu de hasard sacrifie un monopole étatique sur l’autel de la libre concurrence, et où le jeu télévisé redéfinit les frontières de la prestation de travail, le moment semblait propice à l’élaboration d’une réflexion globale sur les problèmes juridiques du jeu. Dans le cadre d’une démarche systémique, le jeu sera le point de départ de nos travaux et la règle sa pierre angulaire, permettant ainsi d’écarter l’amusement libre au profit du jeu réglé. Ce dernier, lorsqu’il prend naissance dans la rencontre de consentement entre un organisateur, qui émet une offre de jeu, et un ou plusieurs joueurs qui l’acceptent, soulève des problèmes juridiques similaires dans toutes les disciplines ludiques. L’organisateur d’un jeu est-il responsable des équipements de jeu qu’il fournit ? Doit-il règlementer l’accès à son jeu ? A-t-il l’obligation de délivrer un enjeu au gagnant d’une partie ? Quelles sont les conséquences des différentes fautes de jeu ? La licéité du but fixé est-elle une condition de validité du jeu ? En nous efforçant d'approfondir ces interrogations, nous chercherons à poser les premiers jalons d’une théorie juridique du jeu. / Gaming regulations appear to have become obsolete as articles 1965 to 1967 of the Civil Code which has not been modified since1804 demonstrate. However, the successive arrival of television, computer software and internet has metamorphosed recreational activities, including gaming. Lawyers, long disinterested by gaming issues, are now surprised to see these reemerging throughout their profession. At a time when sports games still escape the “obsessive rectification” the rights of civil responsibility grant, where principles of free competition have removed the state monopoly concerning the games of chance and where televised games redefine the characteristics of work contracts, it seems to be appropriate to elaborate a global discussion on the judicial aspect of gaming. Within a framework of a general approach gaming will be studied but from the point of view of its rules in order to lay aside unregulated amusement activities to favor regulated gaming. The latter, whenever it takes place under an agreement between an organizer presenting an offer to participate and one or several players who accept, raises similar juridical questions for all types of gaming activities. Is the organizer responsible for the equipment he provides? Should he regulate access to his game? Does he have an obligation to offer a prize to the winner of a game? What are the consequences concerning the various violations of the game? Is the licitly of the established target a valid condition of the game? By seeking to elaborate on these questions, this dissertation aims to pave the way for a more appropriate judicial framework for gaming.

Page generated in 0.0404 seconds