• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 7
  • Tagged with
  • 7
  • 7
  • 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

Pathfinding with Hard Constraints : Mobile Systems and Real Time Strategy Games Combined

Erdtman, Samuel, Fylling, Johan January 2008 (has links)
There is an abundance of pathfinding solutions, but are any of those solutions suitable for usage in a real time strategy (RTS) game designed for mobile systems with limited processing and storage capabilities (such as the Nintendo DS, PSP, cellular phones, etc.)? The RTS domain puts great requirements on the pathfinding mechanics used in the game; in the form of de- mands on responsiveness and path optimality. Furthermore, the Nintendo DS, and its portable, distant relatives, bring hard con- straints on the processing- and memory resources available to said mechanics. This master thesis aims to find a pathfinding solution well suited to function within the above mentioned, narrow domain. From a broad selection of candidate solutions, a few promising subjects are treated to an investigative empirical study; with the goal of finding the best “fitting” solution, considering the domain. The empirical study shows that the triangle-based TRA* solution and the hierarchical-abstraction influenced Minimal Memory so- lution are both very promising candidates. Depending on how one exactly defines the domain, either one of the solutions could be considered the ‘best’ choice. Since the overall performance of TRA* showed a slight advantage, this solution was further inves- tigated by running an implementation on one of the intended domain platforms; the Nintendo DS. This paper is structured to serve as a guide, of sorts, to some very interesting, and diverse, pathfinding solutions. In the spirit of this effort, all of the more important aspects of these solu- tions, and the pathfinding domain as a whole, are thoroughly explained.
2

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>
3

Practices Surrounding Social Use of the Nintendo DS Handheld Gaming System

Szentgyorgyi, Christine January 2008 (has links)
Ad-hoc wireless networking has recently become a standard feature of handheld video gaming systems. This capability, along with the portability of the devices, increases the number of places where people can easily engage in multiplayer games. The Nintendo DS, a handheld gaming system with ad-hoc wireless networking, has sold 64 million units worldwide. Its feature set, combined with its ubiquity, enable new forms of multiplayer gaming to emerge. Understanding how people adopt this technology is important for proposing how future handheld gaming systems could be better designed. This thesis reports findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS users. Through interviews with fifteen DS owners and observations of seven organized public gaming events we examined why, where, and who participants played with, as well as the details of how games were formed, carried out, and experienced as social activities. With this data it is possible to describe how the DS's unique characteristics impact multiplayer gaming practices and the social gaming experience. From our data, we identified three major themes surrounding the social, multiplayer gaming practices of DS users: renegade gaming, or the notion that users reappropriate locations and contexts for multiplayer gaming, and social boundaries on multiplayer gaming contexts; practical and social barriers to the formation of pick-up games; and private gaming spheres, or the individualized gaming contexts that the handheld device's form factor creates within larger social contexts. These findings lead us to propose a set of design implications for future handheld gaming systems in order to better support pick-up gaming and sharing experiences with groups and crowds.
4

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.
5

Practices Surrounding Social Use of the Nintendo DS Handheld Gaming System

Szentgyorgyi, Christine January 2008 (has links)
Ad-hoc wireless networking has recently become a standard feature of handheld video gaming systems. This capability, along with the portability of the devices, increases the number of places where people can easily engage in multiplayer games. The Nintendo DS, a handheld gaming system with ad-hoc wireless networking, has sold 64 million units worldwide. Its feature set, combined with its ubiquity, enable new forms of multiplayer gaming to emerge. Understanding how people adopt this technology is important for proposing how future handheld gaming systems could be better designed. This thesis reports findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS users. Through interviews with fifteen DS owners and observations of seven organized public gaming events we examined why, where, and who participants played with, as well as the details of how games were formed, carried out, and experienced as social activities. With this data it is possible to describe how the DS's unique characteristics impact multiplayer gaming practices and the social gaming experience. From our data, we identified three major themes surrounding the social, multiplayer gaming practices of DS users: renegade gaming, or the notion that users reappropriate locations and contexts for multiplayer gaming, and social boundaries on multiplayer gaming contexts; practical and social barriers to the formation of pick-up games; and private gaming spheres, or the individualized gaming contexts that the handheld device's form factor creates within larger social contexts. These findings lead us to propose a set of design implications for future handheld gaming systems in order to better support pick-up gaming and sharing experiences with groups and crowds.
6

DS Universal Remote

Torres Gil, Miguel Ángel January 2007 (has links)
<p>The purpose of this thesis is to develop a remote control application for personal computers. This application will have two devices implied, the computer to be controlled and a small portable device that will be used as remote controller.</p><p>In this specific case, the portable device picked is the Nintendo DS, for reasons discussed later in this document that make this device interesting as a remote controller.</p><p>The application should allow the final user to create his own set of remote controllers for any computer application he wants to control, and also, to define the commands the application should perform. This makes the developed solution a full customizable universal remote controlling application.</p><p>The first step taken was to do a small research about what kind of devices and software are present actually for remote control applications, so the differences, advantages and disadvantages of using the Nintendo DS will be shown. Then the developed solution will be explained and tested, controlling some computer applications under different scenarios.</p>
7

DS Universal Remote

Torres Gil, Miguel Ángel January 2007 (has links)
The purpose of this thesis is to develop a remote control application for personal computers. This application will have two devices implied, the computer to be controlled and a small portable device that will be used as remote controller. In this specific case, the portable device picked is the Nintendo DS, for reasons discussed later in this document that make this device interesting as a remote controller. The application should allow the final user to create his own set of remote controllers for any computer application he wants to control, and also, to define the commands the application should perform. This makes the developed solution a full customizable universal remote controlling application. The first step taken was to do a small research about what kind of devices and software are present actually for remote control applications, so the differences, advantages and disadvantages of using the Nintendo DS will be shown. Then the developed solution will be explained and tested, controlling some computer applications under different scenarios.

Page generated in 0.0679 seconds