Dissertations / Theses on the topic 'Cross Platform Games'
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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.
Full textGrassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.
Full textSuleiman, 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.
Full textBeije, Gustav. "Pix." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36478.
Full textRapporten 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.
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.
Full textPhysics 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.
陳家偉. "The Design and Implement of Cross-platform Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/e3bgzx.
Full textLiao, Chen-Chieh, and 廖振捷. "A Study of Cross-platform Games with Physics Engine." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/66361843700222157944.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
Do, Manh Tuan. "Multiplatformní RPG hra pro více hráčů." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-346761.
Full textDo, Manh Tuan. "Multiplatformní RPG hra pro více hráčů." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-350917.
Full text