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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.
31

3D autoškola / 3D Driving School

Langr, Petr January 2015 (has links)
This thesis deals with 3D Driving School simulator development, especially with control compliance of traffic rules. Thesis introduce game engine Unity 3D, which was the key factor of creating simulator. Game development in thesis begins with model and ends with scripting object behaviour.
32

Spelmotorgränssnitt för Android

Warsén, Daniel January 2014 (has links)
Målet med detta arbete har varit att undersöka huruvida det finns ett bra sätt att utveckla en flexibel och framtidssäker spelmotor för en specifik speltyp, strategispel, för Android-enheter. Rapporten behandlar användargränssnittet för spelmotorn. För att nå målen har ett grundläggande användargränssnitt, ett proof-of-concept, utvecklats och sedan testats och utvärderats enligt både vedertagna och icke-vedertagna metoder. Resultaten som framkommit av dessa tester och utvärderingar har varit blandade och givit utrymme för flera intressanta analyser och slutsatser, där de slutgiltiga pekar på att projektet i grunden har varit av god kvalitet men att det finns vissa brister som bör åtgärdas innan motorn färdig- och vidareutvecklas. Resultaten och slutsatserna visar att det finns ett utrymme för produkten, men inte nödvändigtvis ett intresse (detta är bortom denna rapports omfång), och fingervisningen är att denna grund kan användas för att utveckla den produkt som visionerats med den utvecklade prototypen som bas. / The goal of this thesis has been to research whether there are good ways to develop a flexible and future-proof game engine for a specific game type, strategy games, for Android units. This report covers the user interface of the game engine. To reach this goal a basic user interface, a proof-of-concept, has been developed and then tested and evaluated using both accepted and non-accepted methods. The results of these tests and evaluations have been mixed and have given room for several interesting analyses and conclusions, where the bottom line shows that the basis of the project is of sound quality, however there are certain issues that need to be dealt with before the engine is further developed and finished. The results and conclusions show that there is room for the product, however not necessarily an interest (testing this is beyond the scope of this report), and hint at the possibility to use this base as a basis for the development of the product that has been envisioned.
33

Spelmotorkonstruktion för Android

Björnerhag, Erik January 2014 (has links)
Syftet med arbetet har varit att undersöka huruvida XML fungerar som ett beskrivningsspråk till en spelmotor sett till aspekter såsom vad som kan definieras i XML, vad laddningstiderna är och om det är en tydlig och attraktiv lösning. Tanken med lösningen är att det skall vara enkelt att, tillsammans med en spelmotor, kunna skapa tvådimensionella strategispel utan att skriva någon kompilerande kod, vilket i sin tur skulle möjliggöra för aspirerande spelutvecklare att få en enkel utgångspunkt där de kan starta sin karriär. Resultaten av undersökningarna visar att XML fungerar som en lösning för denna typ av spel och det går att göra väldigt mycket med det. Laddningstiderna håller sig långt under den maximala gränsen, enligt specifikationerna på mängd av indata som skall laddas in. Det är även en attraktiv lösning som flera personer skulle kunna tänka sig att använda. Dock har det visat sig att XML på egen hand inte klarar av att vara tydligt – exempelvis vad innehållet i XML-filerna betyder, något som ger tecken på att det behöver läggas mer fokus på att dokumentera dessa och komplettera XML-lösningen med denna dokumentation. / The purpose of this project has been to investigate if XML works as a language of description in a game engine. With focus on aspects such as what can be defined in the XML, what the loading times are and if the solution is easy to understand and if it is attractive. The idea behind the solution is that it should be easy to, together with a game engine, create two-dimensional strategy games without writing any compiling code, which in turn would make it possible for aspiring game developers to have an easy starting point where they can start their career. Results of the research shows that XML works as a solution for this kind of game and that it is possible to do a lot with it. The loading times for the system keep below acceptable levels with much to spare, according to the specifications set regarding to the amount of data to load. This solution is also an attractive one and there are several people that would want to utilize it. However, it has been shown that XML alone can not manage to be clear - for example, what the content of the XML files does, something that gives the indication that there needs to be more focus on documenting this and complete the XML solution with said documentation.
34

Design and Implementation of an AR Application for Road Blueprint Visualization

Kanchi Reddy Gari, Obi Reddy, Vadde, Nithin Krishna January 2023 (has links)
This project uses Augmented Reality (AR) technology with the Unity game engine to create a mobile application that helps in road blueprint visualization. Users can use their smartphone camera to add digital information to the road blueprint by mapping the physical environment. This study explores AR technology’s potential in the road blueprint visualization industry. The benefits of using AR technology include reduced costs and simpler implementation in road blueprint visualization. This research is significant because no previous studies have explored AR technology’s potential in this field. The study suggests that AR technology can improve the user’s experience in visualizing road blueprints, making them more realistic and dynamic.
35

The collider tool project

Hedén, August, Wessman, Emil January 2023 (has links)
The emphasis on making game development more accessible to novice users is becoming increasingly more common. Gone are the days when game development was a pursuit only available for those with a broad programming background or extensive technical skills. Today, game development has become much more approachable, with a wide variety of tools and resources targeted at both novice and experienced users. Despite being a focus point for many game engine companies, there is still a lot of work that needs to be done to fully democratise game development. How could a tool for the adjustment of complex colliders’ shape in the Unity3D game engine targeted at game developers with little to no programming proficiency be designed and implemented? In this research study we delve into the process of creating a tool that enables adjustment of complex mesh colliders in Unity 3D's game engine, with an aim of making it accessible to users regardless of their previous experiences. A prototype of such a tool is developed using a design science strategic approach, which is later evaluated through interviews and thematic analysis. This study presents an exemplary approach to address the aforementioned task by providing the reader with an understanding of the tools used, how they were presented, and how the resulting prototype was perceived by its test users. The findings of this research study provides a framework for developing a tool that enables the adjustment of mesh colliders, while highlighting the significance of a comprehensive design process required when developing tools for novice users, and serves as a practical example of such a tool and how it could operate. Future research on the topic should focus on refining the design and features of the developed tool to further enhance its user friendliness.
36

Using Game Engines in Interactive Co-design

Mortan, Nabi H. 13 October 2014 (has links)
No description available.
37

Using Unity to teach Game Programming

Pagnon Eriksson, Niels, Golob, Sara January 2024 (has links)
Malmö University's Game Lab is currently developingUnity and Unreal Engine projects that will provide manycourses in the Game Development program [1] withinteresting code and visual resources for their coursematerial and assignments. As part of this framework, thisthesis paper explains the development of a RPG starter kitgame project as well as the scientific background for itand the final result. The artifact developed for this thesiswill be accompanied by a set of tutorials intended to teachthe students dif erent basic game programming subjectsusing Unity as a game engine. The targeted user audienceof the project is predominantly first year students of theMalmö University Game Development program duringthe System development with focus on games course(DA335B [2]) and it will serve as their first practicalintroduction to Unity as a game programming engine.
38

High-fidelity Distributed Physics for Continuous Interactive Virtual Worlds Using Server Clusters

Nykl, Scott L. 29 December 2008 (has links)
No description available.
39

SIMD Optimizations of Software Rendering in 2D Video Games / SIMD optimeringar i mjukvarurendering av 2D spel

Mendel, Oskar, Bergström, Jesper January 2019 (has links)
Optimizing rendering is one of the greatest challenges faced by game developers. Most game engines make use of hardware rendering which uses technology specifically built for rendering. Before such hardware existed, game developers had to rely on the CPU to render their games. This is known as software rendering. Software rendering is not commonly used nowadays but has been seen in cases such as a backup for when the end users machine does not support the hardware based renderer of the application. Since the CPU is not purposely built for rendering, unlike the GPU, the developer has to perform optimizations to make the renderer more efficient in terms of speed. In this thesis, we present an approach which is a subset of parallel programming called Single Instruction, Multiple Data. This technique operates on vector based registers which means operations can be performed on multiple pieces of data at once. This is applied to an already built game engine in order to optimize its rendering. The results show a speed-up of 90.5% and a framerate increase from 30 frames per second to 133 frames per second within the rendering routine.
40

The use of massively multiplayer online games to augment early-stage design process in construction

Zhang, Christina Yan January 2012 (has links)
Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual spaces are in relation to interactions within the real world. This research examines the potential of this technology for enhancing and informing the early stage building design process. Initially, the tools currently used by architects at early stages of the RIBA Plan of Work were evaluated through interviewing architects. Then, the advantages of using MMOG over current tools at early-stage design were evaluated through interviews in SL. A virtual model was developed to examine how realistic the visualisation and interaction between end-users in an MMOG was. This was used to propose and validate guidance to incorporating MMOG into the early stages of the RIBA Plan of Work. It revealed that the virtual model created, the validated guidance and a successful example combining 2D sketches, Google SketchUp and MMOG at early-stage design can be used to guide architects to manage the complex decision making process in a simple, easy, cost-effective way, while effectively engaging both professional and non-professional stakeholders.

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