Dissertations / Theses on the topic 'Game Programming'
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Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.
Full textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textPantaloni, Tommaso. "Game programming: Grafica 3d." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6595/.
Full textMuaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.
Full textThis report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.
Sasso, Michele. "Game programming: sviluppo di un gioco." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6596/.
Full textJintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.
Full textMaggiore, Giuseppe <1985>. "Casanova: a language for game development." Doctoral thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/3046.
Full textIn questo lavoro presentiamo Casanova, un linguaggio di programmazione. La novità sta nel fatto che è stato progettato con un focus esclusivo sul realizzare videogiochi. L'obiettivo di Casanova è quello di cambiare lo sviluppo di giochi, mostrando come linguaggi di programmazione, e non motori di gioco e sistemi di sviluppo del gioco siano la vera frontiera da esplorare al fine di rendere più facile lo sviluppo di giochi. In questo lavoro non ci limitiamo a mostrare Casanova. Presentiamo anche una valutazione approfondita della nostra esperienza nell'utilizzo dell'implementazione corrente di Casanova per costruire giochi e simulazioni. Concludiamo che Casanova non è solo in grado di supportare la realizzazione di giochi, ma anche che rende più facile evitare errori e difficoltà comuni.
Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.
Full textJonsson, Jenna. "Game Development : Using UML Class Diagram." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19253.
Full textI mitt examensarbete har jag planerat strukturen för ett spel som jag har tagit fram tillsammans med två utvecklare och en art director. Spelets struktur planeras med klassdiagram. Klassdiagram ingår i UML och kan användas inom många områden, ett av områdena är programmering. Fler användningsområden är företags informationssystem. Syftet med rapporten är att visa på fördelar och nackdelar med att använda klassdiagram. Rapporten visar exempel på hur det kan användas och hur jag har använt mig av det i mitt arbete. Resultatet visar att klassdiagram kan underlätta programmeringen av ett spel med en komplicerad struktur. Andra fördelar är att det förbättrar kommunikationen mellan samtliga deltagare i ett projekt.
McKee-Scott, Jamie. "A study of an educational game for learning programming." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/53704.
Full textGraduate Studies, College of (Okanagan)
Graduate
Yang, Zijian. "May's Journey: a serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/454.
Full textJemmali, Chaima. "May's Journey: A serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/455.
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.
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 textPell, Barney Darryl. "Strategy generation and evaluation for meta-game playing." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308363.
Full textJackson, E. P. "A representation language based on a game-theoretic interpretation of logic." Thesis, University of Leeds, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376515.
Full textHung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.
Full textUnsal, Omur. "Two-person zero-sum network-interdiction game with multiple inspector types." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FUnsal.pdf.
Full textThesis Advisor(s): Wood, R. Kevin ; Second Reader: Salmeron, Javier. "June 2010." Description based on title screen as viewed on July 14, 2010. Author(s) subject terms: Two-person zero-sum network-interdiction game, game theoretic network interdiction, column generation, pure inspection-assignment strategy, inspector-to-edge assignment and mixed strategies, marginal probability, Cournet's simultaneous play game. Includes bibliographical references (p. 47-48). Also available in print.
Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Full textWallentin, Olof. "Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227240.
Full textHasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.
Full textTools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.
Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvecklingen av hög-kvalitativa spel. Den varierande kunskapsnivån hos användare gör att det är viktigt att fokusera på användarbarheten samt även ha bra riktlinjer för kommunikationer och utvecklingen av användargränssnitt. Den här rapporten presenterar hela utvecklingsprocessen av två olika verktyg som används vid utveckling av högkvalitativa projekt vid Avalanche Studios, och går igenom både ny funktionalitet samt även använda metoder för att uppnå detta.
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 textScott, Michael James. "Self-beliefs in the introductory programming lab and game-based fantasy role-play." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11047.
Full textNivens, Ryan Andrew. "A Review of Robot Turtles: The Game for Little Programmers." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/2637.
Full textSanjabi, Sam Bakhtiar. "A semantics for aspects by compositional translation." Thesis, University of Oxford, 2008. http://ora.ox.ac.uk/objects/uuid:9cb4d365-afb9-4f9f-b18b-59857e2c85d6.
Full textGaddoni, Giacomo. "Modeling of Evolutionary Cancer Dynamics and Optimal Treatment via Dynamic Programming." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.
Find full textLeleno, Joanna M. "A mathematical programming-based analysis of a two stage model of interacting producers." Diss., Virginia Polytechnic Institute and State University, 1987. http://hdl.handle.net/10919/77818.
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Abate, Shalom (Shalom A. ). "A numerical analysis of the NPA semidenite programming hierarchy for the Mod P game." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112827.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 67-68).
The Mod P game is a generalization of the famous CHSH game [6] to a field of order p. The CHSH game corresponds to the Mod P game for the value of p = 2. The CHSH game was one of the earliest and most important results in quantum mechanics because it predicted a clear and experimentally verifiable separation between classical and quantum physics in the form of a Bell's inequality violation. In this thesis, we study the maximum winning probability for the Mod P game over the set of quantum strategies. For p = 2, an early result by Tsirelson [15] showed that the maximum winning probability by a quantum strategy is 0:854. This result is also tight in that it is achievable. Here we are interested in studying the game for values of p > 2 which has seen little progress over the years. This research thesis serves two purposes. The first is to create a self contained reference for some of the most important results in the area. Among these results, a prominent work is the NPA hierarchy [13] of semidenite programs for testing whether a given bipartite correlation corresponds to a valid quantum mechanical experiment. The second part of this thesis is an implementation of this hierarchy for the Mod P game. In the first level of the hierarchy, we obtain numerical results that match analytic upper bounds by Bavarian and Shor [2]. We also nd that the Bavarian and Shor bound is tighter than the first level NPA hierarchy value for a prime power p. In a collaborative work with Matthew Coudron we also present an approach for a semidenite relaxation of the Mod P game using unitary operators. This approach brings us closer to achieving an exact analytic solution for the winning probability of the Mod P game.
by Shalom Abate.
M. Eng.
Scherer, Scott D. "Game-Theoretic Anti-Submarine Warfare Mission Planner (heuristic-based, fully Excel capable)." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FScherer.pdf.
Full textThesis Advisor(s): Brown, Gerald G. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Optimization, Mathematical Programming, Heuristic Algorithms, Network Flows, Anti-Submarine Warfare, Search and Detection, Game Theory. Includes bibliographical references (p. 53). Also available in print.
Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.
Full textAugmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
Jordine, Tobias Johannes Gerhardus. "A mobile game-based framework for learning object-oriented programming : development and evaluation of the new framework with a mobile Java learning game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739389.
Full textWilhelmsson, 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 textGaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.
Full textDouglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.
Full textHuang, Angela Tzujui. "Develop heuristics to the popular Minesweeper game." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2545.
Full textAndrews, Martin. "Learning strategies for the financial markets." Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336624.
Full textThomas, Adam J. "Tri-level optimization for anti-submarine warfare mission planning." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://edocs.nps.edu/npspubs/scholarly/theses/2008/Sept/08Sep%5FThomas.pdf.
Full textThesis Advisor(s): Brown, Gerald G. ; Wood, R. Kevin. "September 2008." Description based on title screen as viewed on November 5, 2008. Includes bibliographical references (p. 53-54). Also available in print.
Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.
Find full textShedied, Samy Aly. "Optimal Control for a Two Player Dynamic Pursuit Evasion Game; The Herding Problem." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/26110.
Full textPh. D.
Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.
Full textJi, Ang. "Traffic programming: Aligning incentives for socially efficient lane changes among non-connected vehicles." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/28190.
Full textWestberg, Johannes. "UniRx and Unity 5 : Working with C# and object-oriented reactive programming." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323737.
Full textGameplay-programmering är avgörande för utveckling av videospel och har nytta av bra verktyg och tekniker. Dock används tekniker i spelbranschen som kräver att programmeraren beskriver hur datorn utför uppgifter. Reaktiv programmering är ett sätt att beskriva händelserika och föränderliga datorprogram med fokus på vad programmet ska utföra. Denna avhandling använder det reaktiva biblioteket UniRx med spelmotorn Unity 5 för att skapa en FPS med reaktiva tekniker, samt diskuterar fördelarna och nackdelarna med dessa. Objektorienterad reaktiv programmering används för att kombinera reaktiva objekt med Unity’s komponentbaserade ramverk utan att använda wrappers för icke-reaktiva objekt. Resultaten inkluderar statiska metoder för observerbar användarinput, programmeringsmönster för definition av spelkomponenter med reaktivt innehåll och kommunikation mellan spelobjekt via gränssnittskomponenter. Man kan dra slutsatsen att reaktiv programmering för spelprogrammering gör det möjligt för programmeraren att beskriva och förstå spellogik på ett deklarativt sätt. Kombinationen av UniRx och Unity 5 ledde emellertid till komplexa mönster. Förslag till framtida arbete är att använda reaktiv programmering med spelmotorer som gör det möjligt att designa spelobjekt som är helt reaktiva.
Kinyua, Patrick Irungu Dishon. "Game ranching in Machakos District, Kenya : an application of mathematical programming to the study of wildlife policy." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ34563.pdf.
Full textAziz, Yunus Emre. "Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10121.
Full textHannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.
Full textVijayvargiya, Abhishek. "Multiobjective Optimization of Uncertain Mechanical Systems." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_theses/224.
Full textYousef-Sibdari, Soheil. "Essays in Revenue Management and Dynamic Pricing." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/27127.
Full textPh. D.
Mateus, Pedro Farias. "Jogo para aprender a programar." Master's thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/19804.
Full textLee, Moon Gul. "New fictitious play procedure for solving Blotto games." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Dec%5FLee%5Moon.pdf.
Full textThesis Advisor(s): James N. Eagle, W. Matthew Carlyle. Includes bibliographical references (p. 35). Also available online.
Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.
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