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1

García, Hernández Mònica, and Madeleine Volter. "Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90205.

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The aim of this thesis was to increase understanding of King company success in the social mobile game industry by asking the question: How does a company manage to organize the innovation work in successful casual games within social mobile gaming industry? In order to answer it, we conducted a case study research with secondary data in which we examined the company to discover the elements that contribute to this success, despite a lack of research in how these kind of companies build their business model and strategies, highlighting the players' behaviour. Our findings conclude it is possible to success in social mobile game industry using incremental innovation in different aspects: games design, implementation of the games, and in the business model.  By applying this innovation, with a good viral strategy and giving the player the decision to play by free or purchasing virtual goods, King has been able to become the largest developer game company on Facebook.
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2

Grassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.

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L'obiettivo di questa tesi è stato quello di progettare ed avviare lo sviluppo di un videogioco 3D multipiattaforma, nello specifico PC(Windows) e Mobile(Android), realizzandone poi una demo, affrontando così tutte le problematiche che possono sorgere quando si sviluppa un programma per dispositivi profondamente diversi fra loro. Il videogioco che si è scelto di realizzare è del genere “First Person Adventure”, in cui il giocatore deve esplorare la mappa di gioco, ed interagire con i vari elementi presenti al fine di far procedere la storia, il tutto realizzato ad un livello qualitativo sufficiente a permetterne la commercializzazione una volta ultimato.
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3

Suleiman, Iyad. "Integrating data mining and social network techniques into the development of a Web-based adaptive play-based assessment tool for school readiness." Thesis, University of Bradford, 2013. http://hdl.handle.net/10454/7293.

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A major challenge that faces most families is effectively anticipating how ready to start school a given child is. Traditional tests are not very effective as they depend on the skills of the expert conducting the test. It is argued that automated tools are more attractive especially when they are extended with games capabilities that would be the most attractive for the children to be seriously involved in the test. The first part of this thesis reviews the school readiness approaches applied in various countries. This motivated the development of the sophisticated system described in the thesis. Extensive research was conducted to enrich the system with features that consider machine learning and social network aspects. A modified genetic algorithm was integrated into a web-based stealth assessment tool for school readiness. The research goal is to create a web-based stealth assessment tool that can learn the user's skills and adjust the assessment tests accordingly. The user plays various sessions from various games, while the Genetic Algorithm (GA) selects the upcoming session or group of sessions to be presented to the user according to his/her skills and status. The modified GA and the learning procedure were described. A penalizing system and a fitness heuristic for best choice selection were integrated into the GA. Two methods for learning were presented, namely a memory system and a no-memory system. Several methods were presented for the improvement of the speed of learning. In addition, learning mechanisms were introduced in the social network aspect to address further usage of stealth assessment automation. The effect of the relatives and friends on the readiness of the child was studied by investigating the social communities to which the child belongs and how the trend in these communities will reflect on to the child under investigation. The plan is to develop this framework further by incorporating more information related to social network construction and analysis. Also, it is planned to turn the framework into a self adaptive one by utilizing the feedback from the usage patterns to learn and adjust the evaluation process accordingly.
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4

Beije, Gustav. "Pix." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36478.

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This thesis is about the creation of a new game framework named Pix and a comparison between it and the game engine Godot. The purpose is to create a game framework that focuses on making the workflow streamlined for the pro- grammer and at the same time giving the programmer a lot of creative power. Pix uses C# as programming language which runs on the .NET Core platform. Pix is built with Entity Component System (ECS) design which means that the design is data-oriented and that it focuses on composition. Thus the ECS design brings with it a clear separation between logic and data. The ECS design also makes it easy to write multithreaded code and to serialize the game world state. The comparison against Godot shows clear differences between how you use them and the philosophy about how the users become familiar with them. The obvious difference between them is that the main time spent working with Godot will be in the graphical user interface. In Pix on the other hand you will only work in a text-editor or an IDE if you do not create your own editor. The coding in Godot is done primarily with the script language GDScript. It is made for creating common game functionality but can’t be used to extend the engine with new advanced functionality. Thus to integrate new more advanced features Godot will need to be recompiled. Being forced to recompile the engine to add new advanced features results in that extending the engine can both be time consuming and challenging. In Pix there is no difference between coding game functionality and extending the framework. This equality in Pix between coding game functionality and extending the framework brings with it that when you can make a game in Pix you can also extend the engine with more functionality. The differences results in that Godot is simpler to learn but also gives the regu- lar user less power. Pix is the opposite of that. I you look at the workflow of us- ing Pix and combine that with the technologies Pix is built upon you can see that Pix differentiates itself from the already existing alternatives. The work- flow Pix provides and the technologies it is built upon shows that Pix can be a good alternative for creating complex games that doesn't need the most ad- vanced graphical features.
Rapporten handlar om skapelsen av ett nytt spelramverk namngivet Pix som jämförs mot den existerande spelmotorn Godot. Syftet är att skapa ett spelram- verk som fokuserar på att göra arbetssättet smidigt för programmeraren samtidigt som det ger mycket kreativ makt till programmeraren. Pix använder C# som programmeringsspråk vilket körs på .NET Core plattformen. Det är upp- byggt med en Entity Component System (ECS) design vilket betyder att det är en dataorienterad design med ett fokus på komposition. Det medför en klar separation mellan logik och data. ECS designen medför också att serialisering samt använda sig av flera trådar blir väldigt enkelt. Jämförelsen mot spelmotorn Godot visar tydliga skillnader i hur man använder spelmotorn/spelramverket samt tydliga skillnader i filosofin kring hur en användare blir bekant med spelmotorn/spelramverket. De tydliga skillnader är hur större delen av arbetstiden i Godot spenderas i Godots grafiska gränssnitt medans Pix kan kontrolleras endast från kod om man inte skapar en editor själv. Programmering i Godot görs med skriptspråket GDScript. Det är gjort för att skapa vanlig spel funktionalitet och inte utöka spelmotorn med ny funktionalitet. Det betyder att hela motorn måste kompileras om för att lägga till mer avancerad funktionalitet vilket kan vara tidskrävande. I Pix är är det samma sak att programmera spel funktionalitet och utöka ramverket med ny funktionalitet. Det medför att så fort som man kan programmera ett spel i Pix kan man också utöka ramverket med mer funktionalitet. Det resulterar i att Godot är enklare att lära sig men samtidigt ger mindre makt till den vanlige användaren medans Pix är tvärtom. Kollar man på hur man använder sig av Pix samt de teknologierna Pix är uppbyggt med så kan man se att det skiljer sig från redan existerande alternativ. Det leder till att Pix kan vara ett gott alternativ för komplexa spel som inte kräver den mest avancerade grafiken.
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5

Tang, W., A. S. Sagi, D. Green, and Tao Ruan Wan. "Cross-Platform Cloth Simulation API for Games." 2016. http://hdl.handle.net/10454/15325.

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Physics simulation is an active research topic in games, because without realistic physics, even the most beautiful game feels static and lifeless. Although cloth simulation is not new in computer graphics, high level of details of cloth in video games is rare and mostly coarse due to complex and nonlinear physical properties of cloth, which requires substantial computing power necessary to simulate it in real-time. This paper presents a robust and scalable real-time cloth simulation framework by exploring a variety of modern simulation techniques to produce realistic cloth simulation for games. The framework integrates with OpenCL GPGPU library to leverage parallelism. The final result is an API for games development with enriched interactive environments.
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6

陳家偉. "The Design and Implement of Cross-platform Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/e3bgzx.

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7

Liao, Chen-Chieh, and 廖振捷. "A Study of Cross-platform Games with Physics Engine." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/66361843700222157944.

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碩士
逢甲大學
應用數學學系
103
Abstract In recent years, the popularity of smart platform and other mobile devices, making the APP game market booming, but also to the development of these APP game engine concern, such as Unity, ShiVa3D…etc. , these games have their own development engine the API platform publishing tools and conversion software, so that the completed APP game can be published to the platform used for various mobile devices, such as iPhone’s iOS, common used Android…etc. ,which for independent developers and hobbyists are a good news. The research will forcus on cross-platform games with physics engine of the game design, game development engine though each has a different physics engine, but the design concept is the same, the paper will be presented Unity’s physics engine operation of the corss-platform physics games design.
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8

Ke, Hsin-Chuan, and 柯信全. "Designing Cross-Platform Digital Games by Construct2-Science Periodic Table in Junior High Schools as an Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/v3b37h.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Periodic Table is the basis for junior high school students to learn science.All the science applications are extended by the beginning of a periodic table.Therefore, students need to have a complete understanding on periodic table that can learn science better.Traditionally,a periodic table teaching is to give students Chinese words, students write in English, or English to students, students write words in Chinese.However, in the information era, appear of digital game whether allows teachers to teach the periodic table can have different teachings.Not only allows students to learn the periodic table better, but also allows students to feel interesting, is the main point of this research. This research is to construct a "Periodic table Teaching Platform", the first step is to teach periodic table, with "periodic table image memory method" as the theoretical basis.After that ,design 9 kinds of cross-platform HTML5 games by construct2 , Elementary level Games includes "Periodic table choice question","Periodic table challenge","Periodic table Sushi train ".Intermediate level game includes "Periodic table Bingo", "Periodic table Fruit Slicer", " Periodic table Card Match".High level game incluses "Periodic table Air Combat Game ", "Periodic table Mario", "Look for Periodic table".Not only can improve students' proficient ability of the periodic table,bue also in final level game can challenge "Boss".In all games you can upload scores to rank.Scores in games can be converted into experience points, money. Experience points can upload level, and money can buy equipment.Finally you can challenge Boss to complete the final stages of learning.This teaching platform can be used for window, Android, IOS.All cross-platform system, whether using a computer, smart phone, tablet computer, students can use this teaching platform everywhere,at any time.And you don’t necessarily need to use the keyboard when using your computer.You can use USB gamepad to play "Periodic table Mario". In order to evaluate the effectiveness of learning teaching platform, this semester I fill the position of seventh grade "Multimedia Periodic table" club teacher.The club have 12 members.Evenyone can play each game,and analyze student’s progress situation,and finally give students questionnaires to fill out. In this research, finally take students’ wrong topic to do statistics and questionnaire statistics.The final target hopes to reach "game-based leaming".This research can be extended that all teachers’ teaching content can be made into the game for students to play.Not only can achieve the purpose of teaching and entertaining,but also teachers can analyze student’ learning. The conclusions of this research: 1. "Periodic table Fruit Slicer" is the highest rating in all games,not only interesting but also can help recite periodic table. 2. When students play 「Educational games」,it must beforehand understand the subjects can reached the standard rapidly . 3. When playing cooperative games, the strongest combination is not always most rapidly reached the standard ,because teamwork is very important.
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9

Sun, Chi-Lin, and 孫哲齡. "A Study on Establishing a Cross-Platform Online Quiz Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/98436477849037920689.

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碩士
世新大學
資訊傳播學研究所(含碩專班)
100
After the post-modernism, with advances in technology, the consumer electronics products have been continuously innovated, such as smart phones, tablet PCs, notebook and desktop computer. The variety of software built in the platform of each product has dazzled the users. In additional, the software developers not only have to design software fit the diverse platform specification, but also invest more resources to develop them to fulfill users demand. Based on the core technology of cross-platform online games, this study aims to develop a network game system, which not only can be executed on various platforms, but also integrated with Facebook. Therefore, while playing online games, the users could also instantly interact with their friends on Facebook. Moreover, this study expects to provide an innovative, unique and differentiated cross-platform online game. The game content is focused on Taiwan local culture so that more people understand Taiwan's unique folk customs, geographical environment and human activity while they are playing games. In this study, the system will be implemented on Microsoft Windows, Linux, Google Android and Apple iOS operating system, and through Desktop computers, Notebook, Tablet PC and Smart Phones, etc. to achieve the cross-platform online games building system.
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10

Wang, Yi-Hsien, and 汪益賢. "CWT - An AWT/Swing Architecture for Cross-Platform Java Game Development." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/51499901965107413592.

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博士
國立交通大學
資訊科學與工程研究所
97
In recent years, the performance of Java platforms has been greatly improved, which makes Java satisfy the requirements for developing games. However, after practicing in real game development, we observe that a phenomenon of performance inconsistency exists in the graphics of Java AWT/Swing with different combinations of JREs, graphics APIs, system properties, and operating systems (OSs), including Windows XP, Windows Vista, Fedora and Mac OS X. This phenomenon makes it hard to predict the rendering performance of Java games and weakens the merits of the Write-Once-Run-Anywhere feature of Java. In order to solve the above problems, we propose a portable AWT/Swing architecture, called CYC Window Toolkit (CWT), for developing cross-platform Java games with high and consistent rendering performance. CWT has the following features. First, the CWT architecture supports multiple graphics libraries such as AWT, DirectX and OpenGL, multiple virtual machines such as Java VM and .NET CLR, and multiple OSs. Next, CWT supports AWT/Swing 1.1 compatible widgets, so it can be easily applied to existing Java games. For programmers who want to fine tune their games, CWT supports one-to-one mapping APIs to directly manipulate DirectX and OpenGL objects and other game-related properties. In addition, CWT supports interoperability with 3D applications, which is an important feature for 3D game design. We implemented three versions of CWT – AWT, DirectX, and OpenGL, to take advantage of graphics hardware acceleration on all supported OSs. The implementations of CWT are available on our website (http://java.csie.nctu.edu.tw/cwt/) [15]. Two testing programs, including micro-benchmark and macro-benchmark, are also designed to evaluate the rendering performance of the original Java AWT/Swing and CWT. The benchmarking results show that CWT achieves more consistent and higher rendering performance than Java AWT/Swing does in commonly used JRES, including MSVM and JREs 1.4 to 1.6, on the four OSs. Moreover, CWT needs fewer efforts to test the combinations of graphics APIs and system properties, which greatly improves programmers’ productivity. Based on the benchmarking results and our experience, we propose three approaches to make Java be a better platform for developing cross-platform games in the future. First, since the video hardware evolves quickly, Java should open direct access to the internal DirectX and OpenGL objects for game programmers who need to access up-to-date hardware features or change the rendering behaviors. Second, Java should decouple the rendering pipelines of Java AWT/Swing from the JREs for faster upgrading and supporting old JREs. Third, Java should reuse existing DirectX and OpenGL bindings for lower developing cost, better maintainability, easier interoperability among Java AWT/Swing, Java 3D, and JOGL applications.
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11

CHUANG, YAO-CHENG, and 莊燿誠. "The Study of Cross-Platform Game Development by Using Unity3D Engine." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/10696125811132835981.

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碩士
國立臺灣科技大學
機械工程系
100
In response to the increasing of mobile devices and a variety of gaming platforms, in this thesis, it makes use of Unity3D game engine to produce a series of games that could be released across multi-platforms. It includes the following four main contents of the games. One is transforming the physical machines of Arcade game to virtual software. The second is using Socket technology to connect server in order to access the database to manage the contents. The third is using the trackball to innovate new ways to play games. The last one is making a material physical simulation of virtual game objects. In order to achieve those purposes above in this thesis, the researcher does the following processes. One of them is using unique modulating of Unity3D to make Script and 3D objects be modular. Another one is using GUI component to customize game menus and information pages. The other one is the researcher uses physical system to simulate the physical collision. Finally, the games could be released on various platforms through the powerful and convenient cross-platform system of Unity3D. Keywords: Unity3D, Cross-platform, Arcade game, Socket
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12

Tsai, Yong-Zhang, and 蔡詠暲. "The Framework of Game GUI Design and Implementation for Cross-Platform." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/8j776w.

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碩士
育達科技大學
資訊管理所
103
Since Graphics User Interface, GUI, plays an important role of the impression on the game, it is one of the cores of game development. The GUI is usually developed according to the game proposal and there are no explicit rules and patterns for designing GUI for games. In this paper, we proposed a framework of game's GUI development based on mobile platforms. According to the proposed framework, developers can concert on the details of the game. Our framework also has extensibility. We use the C# programming language and the Monogame to implement the proposed framework. With writing code once, the game can cross-platform on Android, iOS and Windows Phone.
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Yu, Jia-shiuan, and 余家瑄. "Simple development on cross-platform game engine of physical and network." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/76779257959874222024.

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碩士
世新大學
資訊管理學研究所(含碩專班)
102
The game engine on the market do not take great event and the majority of emphasizing the powerful support of the majority of software, system platform, but with it comes a lot of inconvenience in the huge engine architecture. Of all the developers how many capabilities to quickly find the right tools to use; threshold or engine caused by excessive development early to spend too much time to understand and familiar; or the nowadays popular handheld device development , it seems that does not require much less function. The game engine includes a graphics engine, physics engine, animation processing, audio processing, and network connections, and several other major elements of the composition. Of this study is to improve for the network connection through the Socket the custom packet transmission architecture provide users common and easy-to-use features for game development, and by the characteristics of the XML so that the network portion of the overall game engine do not need to have the experience of too many Web developers can easily get started. On the other hand, will also propose a simple architecture allows the user the option of using the default transfer mode, or self-defined packet transmission architecture to increase its flexibility. The study also will focus on the physics engine used simplified and complicated functions, when making project for undergraduate problems and feedback over the years, in the design of the new engine will use physical structure and function of the correction, and add some Non-frame -based thinking to design a new architecture, as much as possible in the development process more cumbersome, difficult or intuitive part of the improvement, and ultimately want to make people unfamiliar with programming can easily develop games.
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Kao, Wejai, and 高偉傑. "The Study and Development of Symbian for Cross-Platform Mobile Game Framework." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/09595658466931785664.

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碩士
國立交通大學
多媒體工程研究所
96
In this thesis, we develop a cross-platform mobile game framework. The game developer just need to maintain one source code on C/C++, but the developed application can runs on different platform like Java. Beside, we provide a high level develop enviroument for game. Especially, we have unified different protocol for network connecting.
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Hsu, Min-Chia, and 許珉嘉. "The Study and Development of Windows CE for Cross-Platform Mobile Game Framework." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/39771104434650356509.

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碩士
國立交通大學
資訊學院碩士在職專班資訊組
96
Accompany with mobile phone more and more popular, mobile hardware capability enhancement and 3G wireless network prevalent, more and more people take mobile phone not only for phone function but for entertainment function. The entertainment capabilities of mobile phone become more and more important. Game is one of important role of entertainment. No matter telecom, mobile device producer or game developers are expanding business in it. However, since mobile phones are multi-platform, so game developer needs to spend much resource on the character of each platform. It is pity that resources focus on platform characters not rich game functionality. The focus of this thesis, we design two layers framework base on platform characters and game development characters. By capsule platforms differential with common interface, developer can implement program by the common interface. By follow game development framework, game developer can create their game quick and easily. We hope this research can provide a solution for cross-platform mobile game development.
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Ho, Yao-Ting, and 何耀庭. "Design and Implement on Cross-platform and Performance Optimization of 3D Game Engine." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/21835990090934421540.

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碩士
世新大學
資訊管理學研究所(含碩專班)
99
Many paper of general game engine only for graphics, physics, collisions to do hard study.This study proposes new engine architecture to solve the personal computer and mobile platform development project, researching the program how to run fast and reduce the cost of implementation on run time. For PC and mobile platforms, simplifying the user in the development of cross-platform applications and changing the “Run Time” dynamic process to “Design Time”, reducing the burden on run time. From the practical application and experience, this paper research component for the game engine and graphics engine optimized, making the engine can be learning, setting and maintaining easily. And the game developers only need to know a way to develop of cross-platform development.
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Hung, Wu Chun, and 吳俊宏. "The Research of Taiwan PC Game Firm’s Management Strategy of Transformation to Cross-Platform Development - a Resource-Based View." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/48622304692198946605.

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碩士
國立臺北大學
企業管理學系
91
The electronic game industry is consisted of hardware and software developers, and the inter-dependence between platforms and games has built up the very nature of the industry. For game developers or publishers, this inter-dependence relationship lies in that they need state-of-the-art platforms to perform their creativity and game programming, whether it is in the construction of elaborate scenarios of a saga or in the presentation of astonishingly vivid three-dimensional graphics. Not surprisingly, developers or publishers are always wondering which platform they should write games for, especially when there’re more and more new platforms created as technology advances. The object of this research aims at discovering the management strategy of Taiwan PC game firm coping with cross-platform development issue from a resource-based point of view. Because the originality, the research is positioned as an “Explanatory Research”, and also choose the “Case Study” as the major research method. Among all the PC game firms in Taiwan, we selected 4 companies which began business by writing single-board games as the study objects. After investigating all the samples, we found the cross-platform development strategies used by Taiwan PC game firms and construct the relationships between resource type and different platform management strategy. Further, some propositions are developed by undertaking case comparison and analysis, and suggestions are also made for practical management and further research.
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Do, Manh Tuan. "Multiplatformní RPG hra pro více hráčů." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-346761.

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Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D scene renderer was written which supports rendering simple scenes with objects and animated characters. A cross-device communication library based on bluetooth technology was implemented in this project as well. This communication library allows two game clients running on two different types of devices to communicate with each other. Then a server-client communication library was created. This library was then used to implement a game server which offers online gaming feature.
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Do, Manh Tuan. "Multiplatformní RPG hra pro více hráčů." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-350917.

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Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D game engine was written which supports rendering simple scenes with objects and animated characters. The engine was developed using DirectX. The engine was written in .NET C# using SharpDX library. A cross-device communication framework based on bluetooth technology was implemented in this project as well. This communication framework allows two game clients running on two different devices to communicate with each other.
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