Academic literature on the topic 'Engine 3D Game Development'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Engine 3D Game Development.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Engine 3D Game Development"

1

Rao, Vipul. "Game Development using Panda 3D Game Engine." International Journal on Recent and Innovation Trends in Computing and Communication 3, no. 2 (2015): 534–36. http://dx.doi.org/10.17762/ijritcc2321-8169.150223.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Ghodichor, Nitesh, Vaishali Patil, Yash Nagpure, and Yashavi Viragade. "A Comprehensive Investigation of 3D Game Development with Unreal Engine." International Journal of Microsystems and IoT 3, no. 1 (2025): 1499–506. https://doi.org/10.5281/zenodo.15473298.

Full text
Abstract:
This study represents a comprehensive investigation into the creation of a three-dimensional (3D) game utilizing the features of the Unreal Engine, a leading resource in the gaming sector. The study carefully analyzes every phase of game development, from initial design to thorough testing, highlighting the distinctive features of the Unreal Engine that streamline this process. The game, created within the framework of this investigation, is designed to be captivating, user-focused, and visually outstanding, leveraging the advanced graphics rendering and physics simulation features of the Unre
APA, Harvard, Vancouver, ISO, and other styles
3

Li, Jiaming. "Research and Analysis of 3D games." Highlights in Science, Engineering and Technology 31 (February 10, 2023): 132–38. http://dx.doi.org/10.54097/hset.v31i.4825.

Full text
Abstract:
With the progress of game technology, 3D games have gradually become an important part of the game field. However, the relevant analysis and discussion literature is not sufficient. Therefore, this paper discusses the relevant content of 3D games, starting with understanding the development history of 3D games, and analysing 3D game technology step by step. The characteristics of game engine and unreal engine are analysed. In addition, this paper details some of the early games that were considered 3D games. Including 3D game software and a series of production steps. Focus on the analysis of
APA, Harvard, Vancouver, ISO, and other styles
4

Raut, Nihar. "3D First-Person Shooter Game Development Using Unreal Engine 5." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 4106–15. http://dx.doi.org/10.22214/ijraset.2023.51039.

Full text
Abstract:
Abstract: This research paper will explore the development of a 3D first-person shooter game using Unreal Engine 5. The paper will cover the basics of game development using Unreal Engine 5 and how it can be used to create a 3D first-person shooter game. Unreal Engine has changed significantly over the years and thus this paper will also explore the new features and techniques introduced in recent years. Additionally, the paper will discuss the challenges faced during the game development process and how they were overcome.
APA, Harvard, Vancouver, ISO, and other styles
5

Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

Full text
Abstract:
The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of
APA, Harvard, Vancouver, ISO, and other styles
6

Hendriyani, Mungky, Agung Dharma Saputra, and Febrianto Herlambang. "PENGARUH UNREAL ENGINE DALAM PERKEMBANGAN DUNIA GAME." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 2 (2022): 55–69. http://dx.doi.org/10.56486/jeis.vol2no2.226.

Full text
Abstract:
The development of games industries today is speedy and has become more modern. The game company must develop their game to the next level, for example not long-ago Epic Games company release their new engine. The engine used for making the game can be used for 3D modeling as well. Unreal Engine 5 provided terrific graphics and more features than an older version of Unreal Engine. Epic Games company provided their engine free for all or open-source which can be used by anyone for free. Unreal Engine can be more useful for the game developer or 3D modeling. Without a doubt that Unreal Engine 5
APA, Harvard, Vancouver, ISO, and other styles
7

Begemann, Andrew, and James Hutson. "Empirical insights into AI-assisted game development: A case study on the integration of generative AI tools in creative pipelines." Metaverse 5, no. 2 (2024): 2568. http://dx.doi.org/10.54517/m.v5i2.2568.

Full text
Abstract:
<p>This study conducts an empirical exploration of generative Artificial Intelligence (AI) tools across the game development pipeline, from concept art creation to 3D model integration in a game engine. Employing AI generators like Leonardo AI, Scenario AI, Alpha 3D, and Luma AI, the research investigates their application in generating game assets. The process, documented in a diary-like format, ranges from producing concept art using fantasy game prompts to optimizing 3D models in Blender and applying them in Unreal Engine 5. The findings highlight the potential of AI to enhance the co
APA, Harvard, Vancouver, ISO, and other styles
8

Crampen, David, Yogender Yadav, Shofia Ishar, Sisi Zlatanova, and Wenwen Tian. "Development of 3D UDTs for Traffic Monitoring in Unreal 5 Game Engine." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-4-2024 (October 21, 2024): 131–38. http://dx.doi.org/10.5194/isprs-archives-xlviii-4-2024-131-2024.

Full text
Abstract:
Abstract. Digital Twins recently, are a much regarded research topic in geospatial engineering, offering great potential for optimization of a variety of interrelated processes in urban environments. A major component of a Digital Twin use case is real-time sensor data input and analysis, which is used as foundation for simulations that lead to decision-support for authorities or even automatic response into the physical environment. The use of game engines as platform for urban Digital Twin use cases is promising due to superior visualization and animation capabilities, that facilitate divers
APA, Harvard, Vancouver, ISO, and other styles
9

Rantanen, Toni, Arttu Julin, Juho-Pekka Virtanen, Hannu Hyyppä, and Matti T. Vaaja. "Open Geospatial Data Integration in Game Engine for Urban Digital Twin Applications." ISPRS International Journal of Geo-Information 12, no. 8 (2023): 310. http://dx.doi.org/10.3390/ijgi12080310.

Full text
Abstract:
Increasing interest has recently been shown towards the digital twins of cities. These urban digital twins utilize 3D city models together with other data sources, such as open data, which can be accessed, e.g., through application programming interfaces (APIs). A large amount of open geospatial data is already available through various open data portals and APIs, such as REST and MQTT. Game engines, on the other hand, have been seen as highly potential platforms for urban digital twins, with recent development increasing the useability of geospatial data in game engines. This study explores t
APA, Harvard, Vancouver, ISO, and other styles
10

Stowell, Tim, Jon Scoresby, Michael R. Capell, and Brett E. Shelton. "Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine." International Journal of Gaming and Computer-Mediated Simulations 1, no. 4 (2009): 20–49. http://dx.doi.org/10.4018/jgcms.2009091502.

Full text
Abstract:
Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with the
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Engine 3D Game Development"

1

Jašek, Roman. "Multiplatform Game Development Using the Unity Engine." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236075.

Full text
Abstract:
Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a nao
APA, Harvard, Vancouver, ISO, and other styles
2

Kondrak, Krzysztof. "Design and implementation of application independent easy-to-use game engine." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18460.

Full text
Abstract:
<p>The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in
APA, Harvard, Vancouver, ISO, and other styles
3

Sennersten, Charlotte. "Gameplay (3D Game Engine + Ray Tracing = Visual Attention through Eye Tracking)." Licentiate thesis, Karlskrona : School of Technoculture, Humanities and Planning, Blekinge Institute of Technology, 2008. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/e0fc9eb5eccc5468c12574d400432db2?OpenDocument.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Opletal, Martin. "Vývoj 3D aplikací v prostředí Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235410.

Full text
Abstract:
Thesis is focused on evaluation of available tools for 3D application development. In one selected tool (Blender) is created computer game. This game demonstrates Blender's capabilities. The process of creating is recorded in a case study for the possible purposes of own complex games development.
APA, Harvard, Vancouver, ISO, and other styles
5

Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

Full text
Abstract:
Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.<br>ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supp
APA, Harvard, Vancouver, ISO, and other styles
6

Weimar, Rolf. "A simplified game engine for a game development course." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.

Full text
Abstract:
Includes bibliographical references.<br>The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the
APA, Harvard, Vancouver, ISO, and other styles
7

Zou, Ming. "Industrial Decision Support System with Assistance of 3D Game Engine." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2082.

Full text
Abstract:
Context. Industrial Decision Support System(DSS) traditionally relies on 2D approach to visualize the scenarios. For some abstract information, like chronological sequence of tasks or data trend, it provides a good visualization. For concrete information, such as location and spatial relationships, 2D visualizations are too abstract. Techniques from Game design, 3D modeling, virtual reality(VR) and animation provides many inspiration to develop a DSS tools for industrial applications. Objectives. The work in our research was to develop a unique prototype for data visualization in wind power sy
APA, Harvard, Vancouver, ISO, and other styles
8

Wesson, John W. "The Tower: Constructing a 3D Scene." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/226.

Full text
Abstract:
This thesis describes the process of creating a 3D environment from the initial concept to the final scene. It discusses relevant research into new technology in the field of real-time rendering, including Physically Based Rendering and a synced normals workflow. It examines how the goals of the project changed over time and how the associated challenges were resolved. Conclusions are drawn about what practices were most successful, and how the development process could be improved.
APA, Harvard, Vancouver, ISO, and other styles
9

Nelson, Christopher University of Ballarat. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12793.

Full text
Abstract:
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey t
APA, Harvard, Vancouver, ISO, and other styles
10

Nelson, Christopher. "Spiritual Art : evoking the numinous using a 3D computer game engine." Thesis, University of Ballarat, 2007. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/43390.

Full text
Abstract:
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey t
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Engine 3D Game Development"

1

Blackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. Apress, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Inc, ebrary, ed. 3D game development with Microsoft Silverlight 3: Beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine. Packt Pub., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Zerbst, Stefan. 3D game engine programming. Premier Press, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Eberly, David H. 3D Game Engine Architecture. Elsevier Science, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Millington, Ian. Game Physics Engine Development. Elsevier Science, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Chin, Robert. Beginning Android 3D Game Development. Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6548-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Villanueva, Nova. Beginning 3D Game Assets Development Pipeline. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7196-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Blackman, Sue. Beginning 3D Game Development with Unity. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3423-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Brusca, Victor G. Introduction to Video Game Engine Development. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Blackman, Sue. Beginning 3D Game Development with Unity 4:. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4900-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Engine 3D Game Development"

1

Jeong, Wooseong, and Unil Yun. "Development of 2D Side-Scrolling Running Game Using the Unity 3D Game Engine." In Advances in Computer Science and Ubiquitous Computing. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-3023-9_21.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Lee, Newton. "Unreal Engine, a 3D Game Engine." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_537.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Lee, Newton. "Unreal Engine, A 3D Game Engine." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-319-08234-9_537-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Ciesla, Robert. "Game Engine Museum." In Mostly Codeless Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2970-5_2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sutherland, Bruce. "Building a Game Engine." In Beginning Android C++ Game Development. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5831-5_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Lanzinger, Franz. "A 3D Game." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Lanzinger, Franz. "3D." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Millington, Ian, Ian Millington, Leonard Daly, et al. "The Morgan Kaufmann Series in Interactive 3D Technology." In Game Physics Engine Development. Elsevier, 2007. http://dx.doi.org/10.1016/b978-0-12-369471-3.50002-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Lichtman, Daniel. "The Community Game Development Toolkit." In Ways of Seeing: The Book of Selected Readings 2024. International Visual Literacy Association, 2024. http://dx.doi.org/10.52917/ivlatbsr.2024.015.

Full text
Abstract:
The Community Game Development Toolkit (CGDT) is a set of tools that make it easy and fun for students, artists, researchers and community members to create their own visually rich, interactive 3D environments and story-based games without the use of coding or other specialized game-design skills. Building on the popular 3D game design engine Unity, the toolkit provides intuitive tools for diverse communities to represent their own traditions, rituals and heritages through interactive, visual storytelling. Projects can be built for desktop, mobile and VR applications. The toolkit is used to te
APA, Harvard, Vancouver, ISO, and other styles
10

Bao, Wenrui. "The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines." In Research Anthology on Game Design, Development, Usage, and Social Impact. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch034.

Full text
Abstract:
With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Engine 3D Game Development"

1

Tanoto, Carlos, Mochammad Haldi Widianto, and Jeremia Sandy. "3D Horror Game Development Using Unity: Evaluation of Human Psychology Through Horror Game." In 2024 International Conference of Adisutjipto on Aerospace Electrical Engineering and Informatics (ICAAEEI). IEEE, 2024. https://doi.org/10.1109/icaaeei63658.2024.10899190.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Todorović, Danilo, Srđan Grujić, Mihajlo Vukajlović, and Žana Vinčić. "Developing a 2D game engine to simplify tile-based platformer development : Student paper." In 2025 24th International Symposium INFOTEH-JAHORINA (INFOTEH). IEEE, 2025. https://doi.org/10.1109/infoteh64129.2025.10959197.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Hu, Wenfeng, and Xin Zhang. "A Rapid Development Method of Virtual Assembly Experiments Based on 3D Game Engine." In 2nd International Conference on Electronic and Mechanical Engineering and Information Technology. Atlantis Press, 2012. http://dx.doi.org/10.2991/emeit.2012.53.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Zhang, Yawen. "Optimization of the Animation Production Process utilizing Game Engine." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003708.

Full text
Abstract:
With the increasing demands of audiences, animated films are required to achieve higher quality. The traditional production process frame has an extreme slow development since the advent of the first 3D animated film in 1995, which leads to a continuously increasing requirement of both human labor and hardware. Nowadays, with the optimization and iteration of game engines, their application in animation has become more and more extensive. Utilizing game engines to optimize the traditional pipeline is a feasible approach, not only for industry, but for education field and independent artists. T
APA, Harvard, Vancouver, ISO, and other styles
5

Popescu, Andrian, and Valeriu Cebotari. "Aspects of dynamics and graphics in video games." In Simpozion Ştiinţific al Tinerilor Cercetători. Ediţia a 22-a. Academy of Economic Studies, 2025. https://doi.org/10.53486/sstc2024.v2.02.

Full text
Abstract:
The work focuses on the deep exploration of graphical and dynamic aspects in video games. First, it will examine how visual elements influence the atmosphere of the game and the decision of video game buyers. Secondly, multiple aspects will be debated, such as the types of graphic design, the creation of graphic models and the animation of the movements of game characters, as well as the applications used in the field of games. Graphic design is one of the main aspects in video game marketing. After all, graphics are the first thing a buyer sees, and gamers tend to gravitate towards games with
APA, Harvard, Vancouver, ISO, and other styles
6

Monteiro da Silva, Nathan de Andrade, and Pedro Moises de Sousa. "Science Kingdom as a Tool to Support High School Chemistry Teaching." In Workshop de Sistemas de Informação. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/wsis.2024.33688.

Full text
Abstract:
This article describes the development, planning and evaluation of a digital educational game aimed at teaching chemistry in schools, with a focus on high school students. The game uses the Unity 3D game engine and aims to facilitate the learning of concepts such as the periodic table, atomicity and chemical reactions, offering a more dynamic approach to teaching. Implementing the agile methodology, a usability test was carried out in one school with teenagers aged between 14 and 17. This article examines the creation of Science Kingdom, the digital role-playing game, its instigations and pre-
APA, Harvard, Vancouver, ISO, and other styles
7

Chang, Chenghung P., Felipe Arango, Dror Kodman, Sven K. Esche, and Constantin Chassapis. "Utilization of Immersive Collaborative Student Laboratory Simulations Developed Using a Game Engine." In ASME 2006 International Mechanical Engineering Congress and Exposition. ASMEDC, 2006. http://dx.doi.org/10.1115/imece2006-14532.

Full text
Abstract:
Recently, commercial game engines and the associated software development kits have reached a level of maturity where it becomes feasible to rapidly and efficiently develop and deploy software for generating virtual environments. This paper will discuss the various possible ways of developing interactive multiplayer simulations for student laboratory instruction and professional training. Instead of developing software from the ground up, an existing commercial game engine and its corresponding software development kit (SDK) can be used as development tools for building such educational conten
APA, Harvard, Vancouver, ISO, and other styles
8

Qin, Carter, and Francis Rodriguez. "Autism Sphere: An Immersive Interactive Social Skills Training Platform for Children with Autism using Virtual Reality." In 5th International Conference on Advanced Natural Language Processing. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.141023.

Full text
Abstract:
In the summer of 2023, we volunteered at Xingle Family in Shanghai, an educational institution for autistic people. After mentoring and helping them develop their problem-solving and social skills, we were inspired to create a projectthat allows another avenue for those who could not easily visit Xingle Family. Using VR technology, we created three games that help develop the aforementioned skills without having to leave their homes: a pipe-connecting game, a shape-driven balloon-popping game, and a color sorting game [1]. This project was made possible through Unity3D, a game engine running o
APA, Harvard, Vancouver, ISO, and other styles
9

Beccaceci, Alessandra, Michelina Occhioni, Lucia Stacchiotti, Daniela Pennesi, and Eleonora Paris. "SUSTAINABLE CITY: A SERIOUS GAME IN CARDBOARD AND 3D VIRTUAL VERSIONS TO ENGAGE STUDENTS IN SUSTAINABILITY TOPICS." In 15th International Technology, Education and Development Conference. IATED, 2021. http://dx.doi.org/10.21125/inted.2021.0891.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sforza, Lorenzo, Tommaso Lucchini, Alessandra Vaghini, Colin Bennett, and Nick Owen. "3D-CFD Modelling of Gas Exchange and Combustion Inside the Expander of a Recuperated Split-Cycle Engine." In 16th International Conference on Engines & Vehicles. SAE International, 2023. http://dx.doi.org/10.4271/2023-24-0130.

Full text
Abstract:
&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;The demand of game-changing technologies to improve efficiency and abate emissions of heavy-duty trucks and off-road vehicles promoted the development of novel engine concepts. The Recuperated Split-Cycle (R-SC) engine allows to recover the exhaust gases energy into the air intake by separating the compression and combustion stages into two different but connected cylinders: the compressor and expander, respectively. The result is a potential increase of the engine thermal efficiency. Accordingly, the 3D-computational fl
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Engine 3D Game Development"

1

Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

Full text
Abstract:
This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D univer
APA, Harvard, Vancouver, ISO, and other styles
2

Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

Full text
Abstract:
The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
APA, Harvard, Vancouver, ISO, and other styles
3

Bernstetter, Armin. Virtual Fieldwork in Unreal Engine (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, 2024. http://dx.doi.org/10.3289/sw_6_2024.

Full text
Abstract:
The Virtual Fieldwork tool is an application developed in the game engine and 3D creation tool Unreal Engine. It is developed specifically for the ARENA2, a large, spatially immersive environment, and virtual reality using head-mounted displays. It contains a toolbox for quantitative measurements of visualized 3D model data. The application contains three different data sets from real-world use cases at GEOMAR.
APA, Harvard, Vancouver, ISO, and other styles
4

Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

Full text
Abstract:
Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
APA, Harvard, Vancouver, ISO, and other styles
5

Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

Full text
Abstract:
We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attenti
APA, Harvard, Vancouver, ISO, and other styles
6

Trahan, Corey, Jing-Ru Cheng, and Amanda Hines. ERDC-PT : a multidimensional particle tracking model. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/48057.

Full text
Abstract:
This report describes the technical engine details of the particle- and species-tracking software ERDC-PT. The development of ERDC-PT leveraged a legacy ERDC tracking model, “PT123,” developed by a civil works basic research project titled “Efficient Resolution of Complex Transport Phenomena Using Eulerian-Lagrangian Techniques” and in part by the System-Wide Water Resources Program. Given hydrodynamic velocities, ERDC-PT can track thousands of massless particles on 2D and 3D unstructured or converted structured meshes through distributed processing. At the time of this report, ERDC-PT support
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!