To see the other types of publications on this topic, follow the link: Engine 3D Game Development.

Dissertations / Theses 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 top 50 dissertations / theses for your research 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.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

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
11

Nelson, Christopher. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14628.

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
12

Langr, Petr. "3D autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234940.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
13

Acito, Daniel. "Xeero: A 3D Action-Puzzle-Platforming Game." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/447.

Full text
Abstract:
This report discusses the design and development of Xeero, a 3D action-puzzle- platforming game constructed from our own custom engine, original art and sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. We explain the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal.
APA, Harvard, Vancouver, ISO, and other styles
14

Melcer, Pavel. "3D Autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412569.

Full text
Abstract:
This work deals with driving skills training problematics using a driving school 3D simulator, which monitors the observance of road traffic rules. Existing simulators are categorized by characteristics and described. The text contains a list of implemented rules and a summary of suitable tools. The resultant application is based on the Unreal engine and the text describes the various stages of development.
APA, Harvard, Vancouver, ISO, and other styles
15

Lindén, Johannes, and Marcus Ekström. "Virtual Remote Services (VRS) : Simulating the Remote Services using the Unity 3D Game Engine." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-25829.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

Valldeperas, Roger. "Production Cell Simulation Visualization in 3D." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27964.

Full text
Abstract:
The thesis explains the development process of a production cell simulation in 3D implemented using Unity3D. The developed simulation communicates with existing control software and aims to test this control software in a 3D environment with physics simulation. The final result includes 3D models and also works as a visualization since it allows us to present the control system, and this visualization can be viewed using most web browsers. The thesis also includes a brief study and comparison between currently popular game engines to choose an appropriate option for this project.This is a proj
APA, Harvard, Vancouver, ISO, and other styles
17

Тарапата, Надія, Марія Семьонова та Ольга Олексіївна Смотр. "Комп’ютерна гра. Інструменти і методологія створення комп’ютерних ігор". Thesis, ЛДУ БЖД, 2017. http://hdl.handle.net/123456789/4367.

Full text
Abstract:
Висвітлено процес створення комп’ютерних ігор. Розглянуто та проаналізовано існуючий на сьогодні інструментарій для розробки комп’ютерних ігор. Окреслено основні етапи створення комп’ютерних ігор. The article is devoted to highlighting the process of computer games creation. The existing toolkit for the development of videogames is considered and analyzed. The basic stages of computer games creation are outlined.
APA, Harvard, Vancouver, ISO, and other styles
18

Shiratuddin, Mohd Fairuz. "Framework for Context-Aware Information Processing for Design Review in a Virtual Environment." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/26311.

Full text
Abstract:
Design review is a process of reviewing construction design documents to ensure that they reflect the owner's design intent, and are accurate in describing the owner's desired building or facility. Information generation becomes more intensive as the design stage progresses. The use of valuable information during design review stage can lead to a more comprehensive and high quality design, and a building or facility that is constructible, and within the intended budget. However, in current design practices, valuable design review information is scattered, ineffectively placed, and is not used
APA, Harvard, Vancouver, ISO, and other styles
19

Lohikoski, Håkansson Laura, and Elin Rudén. "Optimization of 3D Game Models : A qualitative research study in Unreal Development Kit." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22822.

Full text
Abstract:
Our goal with this study is to examine how much optimization of 3D game models can affect the overall performance of a game. After a previous pilot study we decided on use a method where we worked with a 3D scene which was made earlier unconnected to this study. We created two versions of the scene in Unreal Development Kit, one with none of the meshes optimized and the second scene where the meshes are optimized. From these two scenes we wrote down the different stats: the draw calls, frame rate, millisecond per frame and visible static mesh elements as well as the memory usage. Comparing the
APA, Harvard, Vancouver, ISO, and other styles
20

Bubliauskas, Edmundas. "Žaidimo MECH prototipas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140716_111754-06716.

Full text
Abstract:
Pagrindinis projekto tikslas yra sukurti žaidimą Java kalba, naudojantis kliento-serverio architektūra. Analizė pristato skirtumus tarp dviejų žaidimo variklių. Vienas iš jų - komercinis Unity žaidimo variklis ir kitas JMonkeyEngine 3 (JME3), pastarasis buvo naudotas šiam projektui. Nepaisant fakto, kad Java kalba lėtesnė negu C++ arba C#, ji yra lanksti ir turi galimybę buti panaudota ant skirtingų platformų. Pagal oficialius duomenis JME3 yra panaudotas kuriant keletą komercinių žaidimų( pvz.: "Nord", "Grappling Hook" ). Taipogi JME3 turi savo SDK pastatyta ant "NetBeans", kuris ir buvo naud
APA, Harvard, Vancouver, ISO, and other styles
21

Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

Full text
Abstract:
The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
APA, Harvard, Vancouver, ISO, and other styles
22

Alafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.

Full text
Abstract:
Thesis (M.S.)--Missouri University of Science and Technology, 2009.<br>Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
APA, Harvard, Vancouver, ISO, and other styles
23

Pazzini, Fabio. "Game Design & Programming: progettazione e sviluppo di un videogioco 3D con Unity." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11869/.

Full text
Abstract:
Questa Tesi prende in esame tutte le fasi che portano alla realizzazione di un generico videogioco applicandole per creare, dal principio, un gioco 3D con Unity. Se ne analizzerà l'ideazione, la progettazione degli ambienti ma anche degli algoritmi implementati, la produzione e quindi la scrittura del codice per poi terminare con i test effettuati.
APA, Harvard, Vancouver, ISO, and other styles
24

Båtelsson, Herman. "Behavior Trees in the Unreal Engine : Function and Application." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296222.

Full text
Abstract:
This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of no
APA, Harvard, Vancouver, ISO, and other styles
25

MESSI, LEONARDO. "Development of a BIM-based simulator for workspace management in construction." Doctoral thesis, Università Politecnica delle Marche, 2022. http://hdl.handle.net/11566/295537.

Full text
Abstract:
Nei cantieri edili, quali contesti altamente dinamici, lo spazio richiesto dalle attività muta continuamente evidenziando la necessità di considerarlo come una risorsa limitata. Ad oggi, le aree di lavoro non sono efficacemente gestite né dalle tecniche tradizionali di pianificazione né dagli strumenti 4D più avanzati. I manager del processo costruttivo sono costretti a condurre considerazioni spaziali manualmente sulla base di schizzi 2D. Tale approccio è altamente dispendioso e soggetto ad errori; inoltre, come dimostrano le statistiche, è una delle principali cause di infortuni e riduzione
APA, Harvard, Vancouver, ISO, and other styles
26

Ševčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.

Full text
Abstract:
This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
APA, Harvard, Vancouver, ISO, and other styles
27

Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

Full text
Abstract:
Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used
APA, Harvard, Vancouver, ISO, and other styles
28

Gustavsson, Per. "Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170824.

Full text
Abstract:
With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modifica
APA, Harvard, Vancouver, ISO, and other styles
29

Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

Full text
Abstract:
This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
APA, Harvard, Vancouver, ISO, and other styles
30

Vadi-Dris, David, and Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.

Full text
Abstract:
<p>This is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself ha
APA, Harvard, Vancouver, ISO, and other styles
31

Kunieda, Yoichiro. "Development of an impact assessment tool for demolition." Thesis, University of Bath, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.715294.

Full text
Abstract:
Currently in the field of demolition, which generates most of the waste in the construction industry, the treatment of waste largely relies on landfill or degraded recycling, which leads to significant consumption of natural resource and energy and a shortage of landfill site. In order to improve the inefficiency of demolition waste recovery, “to suggest improvements in the environmental impact of the demolition industry in UK” was set as the aim of the present research. After the identification of few opportunities for communication between demolishers and constructers in the current social s
APA, Harvard, Vancouver, ISO, and other styles
32

Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

Full text
Abstract:
Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent yea
APA, Harvard, Vancouver, ISO, and other styles
33

GE, LIN, and DANQING NI. "A MOD Player for GBA." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4684.

Full text
Abstract:
<p>   This bachelor thesis describes the development of a MOD music player to run on GBA (Game Boy Advance) for Lypson Game Engine. GBA is a basic platform for embedded development, and the stereo system makes it possible to use the platform as a music player. The sound players of the GBA for Lypson Game Engine were designed to play wave files and the size of typical wave files is in the order of megabytes. MOD files are much smaller when compared with wave ones. Therefore, to avoid consuming the resources of the CPU and memory to process and store wave files, the use of MOD files represents a
APA, Harvard, Vancouver, ISO, and other styles
34

Salvo, Sebastian. "Modelleringsmetoder för hardsurface assets i spel : Subdivision vs. boolean modellering." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80718.

Full text
Abstract:
This thesis compares two modeling methods, subdivision and booleans, which are used for the creation of hard surface assets in the gaming industry. The parameters that are assessed are the time taken to create the models with the respective method and the quality of the models. Quality refers to the presence of shading artifacts. In order to compare the methods, models of varying complexity have been created, the time of creation has been measured and experts in 3D modeling have assessed the quality. The results show that the boolean method is better suited for complex models, while both metho
APA, Harvard, Vancouver, ISO, and other styles
35

Cuzziol, Marcos Fernandez. "Games 3D: aspectos de desenvolvimento." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/27/27131/tde-23072009-160753/.

Full text
Abstract:
Esta dissertação documenta a exploração do desenvolvimento de games 3D com base em minha experiência pessoal nessa atividade, entre 1994 e 2006, estabelecendo um diálogo com os trabalhos teóricos de autores de áreas correlatas. São descrições sistematizadas de técnicas e conceitos em grande parte ignorados em publicações atuais que tratam desse tema, e que decorrem de experimentação e de descobertas efetuadas durante o processo de criação e desenvolvimento de games em meio digital.<br>This dissertation documents the 3D game development exploration based on my personal experience in this activi
APA, Harvard, Vancouver, ISO, and other styles
36

Leissner, Lotta, and Henrik Augustsson. "Spelmotor och spellogik för androidspel." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-37792.

Full text
Abstract:
Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i spelet Steam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Spelet utvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökning av mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning av Japanese Role Playing Game, kommer att förklaras som hastigast med referenser till andra spel inom genren. Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En av svårigheterna som påträffades, såsom beskrivs i ra
APA, Harvard, Vancouver, ISO, and other styles
37

Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

Full text
Abstract:
This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzl
APA, Harvard, Vancouver, ISO, and other styles
38

Cruz, Ana Catarina Costa Nobre da. "Aplicação das tecnologias e conceitos da arquitectura de vidiojogos ao projecto de arquitectura." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2014. http://hdl.handle.net/10400.5/7188.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

Full text
Abstract:
This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvem
APA, Harvard, Vancouver, ISO, and other styles
40

Dreifaldt, Ulrika, and Erik Lövquist. "The construction of a Haptic application in a Virtual Environment as a post-Stroke arm Rehabilitation exercise." Thesis, Linköping University, Department of Science and Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6155.

Full text
Abstract:
<p>This thesis describes a six-month project based on stroke rehabilitation and involves designing with medical doctors, a physiotherapist and an occupational therapist, prototyping and evaluating with both stroke patients and other users. Our project involves the construction of a rehabilitation exercise system, based on virtual environments (VE) and haptics, designed for stroke patients. Our system uses a commercially available haptic device called the PHANTOM Omni, which has the possibility of being used as a rehabilitation tool to interact with virtual environments. The PHANTOM Omni is use
APA, Harvard, Vancouver, ISO, and other styles
41

Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

Full text
Abstract:
Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
APA, Harvard, Vancouver, ISO, and other styles
42

Xu, Siyuan. "A Natural User Interface for Virtual Object Modeling for Immersive Gaming." Digital WPI, 2013. https://digitalcommons.wpi.edu/etd-theses/1048.

Full text
Abstract:
" We designed an interactive 3D user interface system to perform object modeling in virtual environments. Expanding on existing 3D user interface techniques, we integrate low-cost human gesture recognition that endows the user with powerful abilities to perform complex virtual object modeling tasks in an immersive game setting. Much research has been done to explore the possibilities of developing biosensors for Virtual Reality (VR) use. In the game industry, even though full body interaction techniques are involved in modern game consoles, most of the utilizations, in terms of game control, a
APA, Harvard, Vancouver, ISO, and other styles
43

Jacober, Eduardo Costa. "Proposta e implementação de uma interface para motores de jogos interativa e centrada no usuário." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-27072007-165629/.

Full text
Abstract:
Um motor de jogo é uma ferramenta que facilita a criação de jogos eletrônicos garantindo a reutilização de softwares. Por sua origem tecnológica, os motores de jogo atuais, tanto comerciais quanto acadêmicos, tendem a primar pelo número de funcionalidades específicas, em detrimento da usabilidade, o que amplia o período de tempo necessário para seu aprendizado. Com o objetivo de melhor adaptar um motor de jogo didático às necessidades pedagógicas, este trabalho propõe uma interface interativa para motores denominada Game Wrench e criada através de métodos de Interação Humano-Computador. Como s
APA, Harvard, Vancouver, ISO, and other styles
44

Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique." Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.

Full text
Abstract:
Cette thèse porte sur l'apprentissage par la création de jeu vidéo ou Game Development Based Learning (GDBL) en classe de seconde en France. A travers la création d'un jeu vidéo, les élèves travaillent des compétences disciplinaires et transversales. Mais cette activité est relativement complexe à mettre en place et à évaluer. L'enseignant doit réussir à identifier les compétences mobilisées, à faire le lien avec sa discipline, tandis que les élèves s'initient à la conception de jeu et aux outils de production. L’enjeu de cette recherche est de proposer des méthodologies de conception et de pr
APA, Harvard, Vancouver, ISO, and other styles
45

Bobuľa, Matej. "Neeuklidovské vykreslování ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445563.

Full text
Abstract:
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successf
APA, Harvard, Vancouver, ISO, and other styles
46

Pugh, Christopher M. "Real time rendering and modifiction of scenes with complex materials." Honors in the Major Thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1481.

Full text
Abstract:
This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering and Computer Science<br>Computer Science
APA, Harvard, Vancouver, ISO, and other styles
47

Wu, Yu-han, and 吳昱翰. "Simple development and loading time optimized 3D game engine architecture." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64369579849360426841.

Full text
Abstract:
碩士<br>世新大學<br>資訊管理學研究所(含碩專班)<br>101<br>Throughout the existing cross-platform game engine development, many game engine developed for the functional, thereby generating a huge structure caused by poor performance, on the other hand, game development threshold is high, and many game engines are not commercially available as a starting point in teaching values, therefore, resulting in many development not approachable for beginners, used engine generates exclusion cases. In this study, "Simple architecture" concept, through a holistic architecture design thinking as a starting point, proposes a
APA, Harvard, Vancouver, ISO, and other styles
48

Biléu, André Pinto. "“Mistérios do Som” – development of a serious game for children with speech and hearing disorders." Master's thesis, 2018. http://hdl.handle.net/10362/61687.

Full text
Abstract:
The way we speak is extremely important when communicating with others, and out of all the forms of communication, this is surely the one that reveals most of our personality and emotions. Therefore, there is a problem to be solved when children begin to reveal some difficulties pronouncing and saying certain sounds and words, making it important to solve them promptly, as these problems can later reveal themselves in other topics, such as writing. Nowadays there are several types of exercises and tools that aim at diagnosing, treating and accompanying children to overcome these problems. Alt
APA, Harvard, Vancouver, ISO, and other styles
49

Liu, Chih-ting, and 劉治廷. "3D Network Game Engine Based on the Network Template." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/09184130695915291248.

Full text
Abstract:
碩士<br>世新大學<br>資訊管理學研究所(含碩專班)<br>95<br>This research is based on the previous research achievements and the content of this research includes two mechanisms. One is the multiple templates and the other is the consistent architecture between single player game and network game. The multiple templates have two sub-mechanisms. One is the parameters templates, and the other is the scene templates. Developers can customize multiple templates and can reuse it in the different game and reduce the development time. Developers can also utilize the consistent architecture between single player game and n
APA, Harvard, Vancouver, ISO, and other styles
50

Weimar, Rolf. "A Simplied Game Engine for a Game Development Course." Thesis, 2014. http://pubs.cs.uct.ac.za/archive/00000938/.

Full text
Abstract:
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 requirements of such a system. We foun
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!