Dissertations / Theses on the topic 'Game Engines'
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MACHADO, LUCAS EUZEBIO. "PARALLEL ALGORITHMS FOR MULTICORE GAME ENGINES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16309@1.
Full textEsse tese apresenta diversas técnicas sobre tecnologia paralela em jogos eletrônicos. A tese inicia apresentando diversas arquiteturas possíveis para um motor de jogos. Uma nova arquitetura é proposta, mais flexível e adequada para processadores do futuro que terão um grau maior de paralelismo. Em seguida, uma nova técnica para processar uma octree, uma estrutura de dados clássica da computação gráfica, é apresentada. As últimas técnicas apresentadas são relacionadas a detecção de colisão. Novas ténicas para processamento de grids hieráquicos e balanceamento de detecção colisãom um conjunto de objetos são apresentadas.
This thesis presents several techniques about parallel technology on electronic games. The thesis begins presenting several possible architectures for a game engine. A new architecture is presented, more flexible and adequate for the processors of the future that will have a higher level of parallelism. Following, a new technique for processing an octree, a classic data structure for computer graphics, is presented. The last techniques presented are related to collision detection. New techniques for processing hierarquical grids and balancing collision detection on a set of objets are presented.
Flomén, Rasmus, and Micaela Gustafsson. "Game developer experience : A cognitive task analysis with different game engines." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19615.
Full textMortan, Nabi H. "Using Game Engines in Interactive Co-design." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406819932.
Full textBagnoli, Alessandro. "Game Engines e MAS: Spatial Tuples in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16100/.
Full textKoirikivi, R. (Rainer). "The architecture and evolution of computer game engines." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201512112292.
Full textCerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.
Full textPoli, Nicola. "Game Engines and MAS: BDI & Artifacts in Unity." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15657/.
Full textHenriks, Niklas. "Creating Serious Games by integrating external components : Propositions and guidelines for future work with serious games." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-132.
Full textThe military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design.
Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report explain how games and game engines can be used to create military serious games, and by that explain what need to be done to have a game interoperate with external systems, how to interact with the game engine, and give guidelines to the process of evaluating and selecting a game engine. The report also argues that game engines are not always the optimal solution.
O'Grady, Daniel [Verfasser]. "Bringing Database Management Systems and Video Game Engines Together / Daniel O'Grady." Tübingen : Universitätsbibliothek Tübingen, 2021. http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1183929.
Full textAL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.
Full textForsman, Jimmy. "Game engine based auralization of airborne sound insulation." Thesis, Umeå universitet, Institutionen för fysik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149498.
Full textRuiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.
Full textNyberg, Frank. "Investigating the effect of implementing Data-Oriented Design principles on performance and cache utilization." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185247.
Full textOpletal, Petr. "Simulace a vizualizace letu golfového míče." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255382.
Full textKondrak, 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 textThe 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 ease of use may limit the functionality of the engine.
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 textDetta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
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 textENGLISH 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 supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
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 textThe 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 found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and path-finding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulfill all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules.
Sorribes, Bernhard Pablo. "Lagerbaserade och förprocesserade ljud : En undersökning av hur två implementationsmetoder påverkar uppfattningen av distans av ljud i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13813.
Full textCarr, David A. "Towards automatic parallel game engine architectures." abstract and full text PDF (UNR users only), 2009. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1464428.
Full textKukkamaa, T. (Tuomas). "Coordination and communication inside game engine." Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201502031049.
Full textXiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.
Full textYang, Yunjie. "Wu: A Cultural Export Game with Dynamic Difficulty." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1361.
Full textBoodé, Philip. "GoDraw : Creative Coding i Godot Game Engine." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166743.
Full textJašek, 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 textSilva, Salmeron Juan Manuel. "An Adaptive Approach to Exergames with Support for Multimodal Interfaces." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/23758.
Full textLeissner, 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 textThis report concerns the development of the game engine and game logic that are used within the game Steam Tale, which during the development process was known as Project Steam Age, by the group StormBound. The game was developed targeting mobile devices, and within this report is included a short perspective on the history of mobile gaming. The game’s genre, JRPG, short for Japanese Role Playing Game, and peripheral concepts in regards to it are explained as well, and in relation to other genres and games available. The game was made for Android v2.3 and later and as such coded in Java. Amongst the difficulties encountered, as detailed within this report, were the task of ensuring that the game runs on a wide range of phone hardware, including aspects such as both with and without hardware-based graphical acceleration, varying amounts of storage space and CPU-cores, as well as differing screen sizes. Furthermore, at the creation of applications such as this one should consider resource handling, especially concerning graphics and sounds, a topic discussed in this report.
Persson, Martin, and Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1." Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.
Full textThis paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.
Mortazavi, Ravari Seyed Siavash. "Before Eternity: An Adventure Game Inspired by Sufi Mysticism." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.
Full textSjöstrand, Johan. "A communication system for a pluggable game engine." Thesis, Linköping University, Department of Electrical Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8361.
Full textThis thesis documents the development of a communication system that is part of a pluggable game engine for a course in advanced game programming. It covers some techniques and problems in network game programming, a description of the developed system and an example of how the system is used in a demo of the game engine.
Runebjörk, Daniel. "Evaluering av kontextmodeller och interaktiva virtuella miljöer i den arkitektoniska gestaltningsprocessen." Thesis, Luleå tekniska universitet, Arkitektur och vatten, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78641.
Full textVerktygen som är tillgängliga för en arkitekt under gestaltningsprocessen utvecklas konstant, vilket banar väg för att testa nya arbetsmetoder och tekniker. Den numera breda tillgängligheten till kommersiella drönare, sofistikerade mätinstrument och avancerade beräkningsprogram gör det möjligt att på smidiga sätt framställa detaljerade digitala verklighetsrepresentationer, i form av kontextmodeller. Tillsammans med realtidsrendering, genom spelmotorer och visualisering med hjälp av interaktiva virtuella miljöer (Interactive Virtual Environements, IVE), kan arkitekter idag återskapa planerade byggnader i en verklighetstrogen virtuell kontext. Studien tittar på hur arkitekten kan dra nytta av kontextmodeller och IVE i gestaltningsprocessen och presenterar en arbetsmetod som kan tillämpas av arkitekt – och teknikkonsultbyråer. För att uppnå detta tillämpas en kvalitativ forskningsmetod, där data samlas in genom intervjuer och workshop tillsammans med arkitekter och en praktisk tillämpning i form av en fallstudie. All samlade data sammanställs och analyseras med en så kalla mönstermatchning (eng. Pattern Matching), där förväntade teoretiska mönster jämförs med de empiriska mönster som träder fram ur datamängden. Studien visar att användning av kontextmodeller och IVE har stora fördelar i flera olika skeden av gestaltningsprocessen, där främst kommunikationsvinster presenteras som en huvudsaklig bidragande faktor. Däremot råder viss oro för implementering av tekniken i allt för tidiga skeden och även risker med att presentera förvirrande och missvisande IVE lyfts fram som en risk. En fördel som presenteras är kontextmodellers och IVEs förmåga att skapa virtuell närvaro, men också möjligheten att presentera en byggnads omgivning virtuellt, presenterades som en stor vinst i studien. Detta är starkt kopplat till fördelarna som IVR (Immersive Virtual Reality) bidrar med, i frågor om att visualisera volymer och rumsligheter, något som förstärks av en detaljerad kontextmodell. Slutligen presenteras en arbetsmetod för hur teknikkonsulter och arkitekter kan tillämpa kontextmodeller och IVE under gestaltningsprocessen. Arbetsmetoden sammanfattas till att enskilda kompetensområden med fördel utför olika delar av processen, vilket tillåter arkitekten att fokusera på gestaltningsarbetet, men samtidigt dra nytta av visualiseringsteknikerna. En slutsats som dras är att den framtagna arbetsmetoden måste förankras i verkligheten, genom att tillämpas i ett verkligt projekt innan den kan bevisas som effektiv. Om den i framtiden bevisas effektiv kan arbetsmetoden visas vara ett steg i ny riktning för ett skiftande arbetssätt inom arkitektyrket.
Wesson, John W. "The Tower: Constructing a 3D Scene." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/226.
Full textBarauskas, Nerijus. "Kosminio žingsninio strateginio žaidimo kūrimas. Game engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094605-09824.
Full textThe purpose of this work is to create a module that supports the world concept, for the game engine. In the course of this work requirements for different world models were analyzed and the appropriate module design project was created. Using this project, a module for supporting different world concepts and a tool that increases its efficiency were created. Developed tool allows you to create more than one space turn-based strategy game world model, with minimal restrictions.
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 textŠčeponavičius, Audrius. "Kosminio žingsninio strateginio žaidimo kūrimas. Game Engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094331-26453.
Full textThe purpose of work is to create part of world model module which is associated with resource creation. In the course of this work requirements for this part of module were analyzed and an implementation project was made. Using this project a part of world model was created, which is responsible for resources of world modelį, that is able to classify the resources as well as perform resource creation, deletion, using actions.
Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.
Full textThesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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+46 7695 23408
Busso, Thiago Matias. "Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-07122006-142908/.
Full textThe development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
de, Moraes Claudio Coreixas. "Design and task analysis for a game-based shiphandling simulator using an open source game engine (DELTA3D)." Thesis, Monterey, California. Naval Postgraduate School, 2011. http://hdl.handle.net/10945/5608.
Full textplication designed to reduce the knowledge gap between classroom instruction and hands-on training onboard naval academy training boats (YPs). The goal was to develop a proof-of concept game-based simulator that uses 3D graphics to replicate basic tasks executed onboard the YPs. Two missions were selected for a brief task analysis study to determine the design of the respective game scenario and requirements. The design process involved in building user interface, physics model, 3D models, and artificial intelligence actors are described in this work. For thesis purposes, YPSim was designed using the Brazilian Naval Academy's YP as a training framework development environment. Using a sample of the final end user population, we conducted a user acceptance study of proof-of-concept version of YPSim (v0.14) at the Brazilian Naval Academy. The findings in this work can be generalized to any other naval academy or institution where basic navigation and shiphandling instruction is provided. Initial results from a prototype implementation of YPSim at the Brazilian Naval Academy provided insights into the potential use of this training system.
Kuru, Muhammed Furkan. "A Script Based Modular Game Engine Framework For Augmented Reality Applications." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12611037/index.pdf.
Full textPheng, Chhunry. "Yobal: Locality-aware multicast engine for a massively multiplayer game architecture." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95021.
Full textLes jeux en ligne massivement multijoueur ont gagné une si grande popularité au cours des dernières années que leur nombre de consommateurs a explosé. Généralement conçu pour une architecture client-serveur, celui-ci subi une faiblesse au niveau de leur extensibilité, car un goulot d'étranglement se forme normalement du côté du serveur. Afin de régler ce problème, les architectures poste-à-poste ont été adopté et intégré dans les contextes de jeu. Pour cette thèse, nous avons développé un moteur de réseaux (Network Engine) conçu pour une architecture poste-à-poste pour Mammoth, qui est un logiciel intégré pour la recherche des jeux en ligne massivement multi-joueurs. Basé sur pSense [ASB08], notre couche de réseau est assez flexible afin qu'il puisse supporter différents protocoles de transport. Les noeuds clients se découvrent entre eux part l'intermédiaire d'une troisime entité. Cette dernière émet des messages de suggestions afin d'établir des connections entre les noeuds clients. Grâce aux messages communiqués, les noeuds clients créent et fait un mise à jour de leur liste de noeuds homologues intéressés par leurs mouvements. Vu que les clients bougent constamment dans le jeu, cette structure de réseau doit tre très dynamique. Un moteur de suggestion (Suggestion Engine) est créé pour faire la maintenance de la structure. Une suite d'expériences ont été développées afin d'analyser et de comparer la performance du moteur de réseau lorsqu'il est exécuté avec deux différents protocoles de transport : UDP/IP et TCP/IP.
Pascucci, Luca. "Synapsis - Middleware per l'integrazione di Game Engine e Sistemi Multi-Agente." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19116/.
Full textNelson, 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 textMaster of Arts
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 textMaster of Arts
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 textTosun, Semih. "Visual GUI System For Game Boy Advance / Nintendo DS." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4138.
Full textThe purpose of this study is to provide a simple user interface with which everyone can
design his/her own game, and play it on Game Boy Advance console. This project helps
people develop games without having programming knowledge. Everything is done by means of a user interface and without any programming knowledge. It is magic, isn’t it?
Game Boy Advance is a game console developed by Nintendo. In order to market their
products, they must also develop games running on their products. Every time they develop a game for the Game Boy Advance console, they have to implement a low level C++ application over and over again. This makes things more complicated. However, if this software is used, everything becomes easier.
This project can be seen as an interpreter that interprets the designed game, which is
very high level, and converts it to a Game Boy Advance game. If this project is finished
successfully, game design for Game Boy Advance will experience a revolution in its history.
In brief, it is required to develop a visual, GUI‐based system that allows people to develop games for the Game Boy Advance console. This GUI system is required to
implement and use the API (Game Engine) developed by Lypson.
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Full textThesis Advisor(s): Cynthia E. Irvine, Paul C. Clark. Includes bibliographical references (p. 59-60). Also available online.
Peiravi, Mehdi. "THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAME." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/228.
Full textTomečko, Lukáš. "Hra s agenty na bázi umělé inteligence." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417296.
Full textVysloužil, Jiří. "Letecká tahová strategie." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236687.
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