Dissertations / Theses on the topic 'Unreal Engin'
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Olsson, Erik. "Towards automatic asset management for real-time visualization of urban environments." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141692.
Full textFestini, Wendorff Matthew Alexander, and Ferreyros Carlos Mauriccio Torres. "Desarrollo de un videojuego con Unreal Engine." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622446.
Full textEl objetivo de este proyecto es resolver el problema de la ausencia de una metodología de desarrollo enfocada en videojuegos en el Perú. Para lograrlo, se ha diseñado y desarrollado un videojuego de género plataformas y acción utilizando la tecnología de Unreal Engine, motor de videojuegos desarrollado por Epic Games. Los resultados obtenidos al finalizar este proyecto fueron beneficiosos, se pudo crear un videojuego de alta calidad en un corto periodo de tiempo y con recursos limitados. Así mismo, se encontró que la metodología puede ser adaptada dependiendo del alcance del proyecto, presupuesto y equipo. El uso de documentos y metodologías de trabajo han servido para poder establecer un orden en el desarrollo de un videojuego, las etapas definidas de Preproducción, Producción, Testing y Postproducción fueron bastante ventajosos para poder terminar el proyecto a tiempo.
Magnom, Rikard. "Run-time Terrain Deformation in Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19708.
Full textBakgrund. Under utvecklingen av datorspel är det ofta en eftertraktad egenskap att kunna övertyga spelaren om realismen i spelvärlden. Detta kan uppnås på flera sätt, men en vanlig teknik är att låta spela påverka omgivningen i spelet på något sätt, genom förstörelse eller deformering. Unreal Engine 4 är en vida använd kommersiell spelmotor som saknar funktionalitet för att deformera terräng i realtid. Syfte. Syftet med detta arbete är att utforska genomförbarheten i att tillföra terrängdeformering i realtid i Unreal Engine version 4.23. En deformeringsteknik involverande en Dynamically-Displaced Height Map (DDHM) väljs ut för implementation och testas med olika storlekar på landskapsterräng. Metod. En mindre litteraturstudie genomförs för att välja en rimlig teknik för terrängdeformering i körtid. Tekniken implementeras sedan i motorn, i sambard med modifikationer till motorn för att tillföra nödvändig funktionalitet. Implementationen testas sedan på prestanda och precision. Resultat. DDHM-tekniken visas kunna tillföra körtidsduglig terrängdeformering för mindre terrängstorlekar, bestående av individuella landskapskomponenter. Tekniken möter inte realtidskriterierna för full, storskalig terrängdeformation. Slutsatser. Deformering av terräng i körtid visas vara genomförbart i Unreal Engine 4.23. Den utvalda tekniken visar lovande resultat för mindre storlekar av landskapsterräng, men misslyckas att prestera för större terrängstorlekar.
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.
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 textPalmqvist, Tor. "Night Vision in an Unreal Engine 4-Based Virtual Reality Flight Simulator." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166650.
Full textNilsson, Robin. "Battery Performance Comparison Of Unreal Engine 4 And Unity Applications Running On Android." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18104.
Full textGeisler, Benjamin Jay. "GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1081.
Full textFrisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.
Full textDetta examensarbete har genomförts på företaget Stakkr AB i Stockholm. Stakkr har övervägt att flytta över sin befintliga C++ kod till det visuella programmeringsspråk Blueprints i Unreal Engine 4. Målet med detta examensarbete har varit att undersöka om prestandan i Blueprints är lämplig för mobilspel samt att tillhandahålla Stakkr en lämplighetsutvärdering av att skriva kod i Blueprints och undersöka hur bra den presterar jämfört med språkstandarden C++. bedömningen av lämpligheten utfördes genom att genomföra en översättning av två befintliga C++ klasser till Blueprints, en bedömning av att utveckla i Blueprints har gjorts och prestandatester har utförts mellan de befintliga C++ gentemot de utvecklade Blueprintklasserna. Metoden för utförandet av bedömningen var att arbeta agilt i korta och strukturerade iterationer. Bedömningen från lämplighetsundersökningen visade att det var användarvänligt att utveckla i Blueprints. Dock presterade Blueprintklasserna sämre än de befintliga C++ klasser. Anledningen till varför Blueprints presterar sämre har identifierats och rekommendationer gällande detta har tagits fram.
Marinelli, Lorenzo. "Integrazione del motore grafico Unreal Engine e di Autodesk Maya nella realizzazione di una realtà grafica interattiva." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3837/.
Full textWoxler, Platon. "Efficient generation and rendering of tube geometry in Unreal Engine : Utilizing compute shaders for 3D line generation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302564.
Full textAtt visualisera stora grafer i en immersiv miljö, såsom VR eller AR, kan förbättra en användares förståelse när de utforskar data på nya sätt. För att få ut det mesta av denna typen av visualiseringar krävs interaktiva komponenter som är tillräckligt snabba för att tillgodose interaktivitet. Genom att visa de linjer, som binder samman en grafs noder, som plana linjer som imiterar 3Dlinjer eller rör, kan man undvika att slå i det tak som tekniska begränsningar medför. Denna metoden är acceptabel vid användning av traditionella 2Dskärmar, men att representera rör som plana linjer i VE ger en mindre immersiv användarupplevelse, i kontrast till att visualisera sann 3D -geometri. För att tillgodose dessa krav dvs, tidseffektivitet och visuella kvaliteter, behöver vi ett effektivt sätt att producera 3D-linjer. Denna uppsats undersöker hur man kan generera rörformad geometri med hjälp av compute shaders i den moderna spelmotorn Unreal Engine (UE). Genom att använda compute shaders kan vi utnyttja den parallella beräkningskraften hos en GPU, kan vi generera ett rörformat mesh som följer en förutbestämd bana. Resultatet från projektet är ett open source-plugin för UE, som kan generera rörformad geometri i höga hastigheter. Även om det inte kan visas ge några större fördelar när man genererar mindre modeller, jämfört med en sekventiell implementering, skapar och renderar implementeringen av compute Shaders modeller > 40× snabbare, när de genererar 106 rörsegment. I och med att den större delen av datan skapas på GPU kan vi också undvika den flaskhals som kan uppstå när vi överskrider bandbredden mellan CPU och GPU. Med hjälp av verktyget som skapats i samband med denna uppsats kan människor lättare utforska informationsvisualisering i VE. Dessutom främjar denna uppsats utökad utveckling av mesh-generering med hjälp av compute shaders i UE.
Sultan, Aakif. "How to develop a minimalist, fun and engaging climb/sneak/assassination game with flow in Unreal Engine 4." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-173608.
Full textYang, Feng. "Architecture, Virtual Space And Impossible Space." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281401.
Full textVallo, Laura Elizabeth. "Stress recovery by exposure to nature in virtual reality." Kansas State University, 2017. http://hdl.handle.net/2097/35527.
Full textDepartment of Landscape Architecture/Regional & Community Planning
Brent Chamberlain
The purpose of this research is to identify if virtual reality environments with varying degrees of exposure to nature influence stress recovery at different rates. In 1991, environmental psychologist and architect, Rodger Ulrich, conducted a study on how varying degrees of exposure to nature influences stress recovery by showing participants videos with different levels of nature. His research concluded that participants who viewed the tapes containing scenes with higher degrees of nature recovered from stress quicker than those shown the tapes with higher degrees of human intervention. To expand on this research, it is important to understand how different mediums influence stress recovery. In particular, analyzing how fully immersive virtual reality environments influence the amount of time it takes to recover from a stressor. Virtual reality is particularly beneficial for testing as it enables variable isolation and complete environmental control. A test similar to Ulrich’s was conducted in three parts, a baseline, a stressor, and a stress recovery period. Two environments with varying degrees of human intervention were tested. The virtual reality environments were strategically designed along a same path to minimize the addition of extraneous variables. During this test, biometric data was taken in addition to stated stress levels and stated affective response. The study concluded that regardless of the environment type, participants lowered their baseline stress level. This study represents one of the firsts of its type and can serve as a valuable learning mechanism for testing in virtual reality. Results show promise for mitigating stress levels. However, it is recommended that a similar study be replicated in a more refined manor. Lessons learned from this study could be used to inform future studies investigating the effect of VR environments on stress and mental health.
Upadhyayula, Sesha Sai Kaushik. "Investigation of battery consumption by using Accelerometer sensor in Android: A comparative study between Unity and Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20228.
Full textStamat, Liviu. "Simulation and Visualisation Software for an Elastic Aircraft for High Altitudes based on Game Engine Technology." Thesis, Luleå tekniska universitet, Rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71485.
Full textPhan, Hang T. "Exploring WaveFunctionCollapse as a Design Tool." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617108751538576.
Full textMichalík, David. "Simulátor řízení vozidla." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400556.
Full textMelcer, Pavel. "3D Autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412569.
Full textLarsson-Ståhl, Jennifer. "A Study on the Perceived Realism Of Strand-based Hair Simulated By Style : Evaluating Real-time Hair-simulation in Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20172.
Full textBrage, Carl. "Synchronizing 3D data between software : Driving 3D collaboration forward using direct links." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175165.
Full textEldstål, Emil. "Generating Procedural Environments using Masks : Layered Image Document to Real-time environment." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74667.
Full textKihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.
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 textWidman, 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 textHökfors, Elias. "Simulation Model for Forestry Ground and Vegetation Damage." Thesis, Umeå universitet, Institutionen för fysik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185712.
Full textKamlund, Robin. "Can white noise be processed in order to affect the perceived scariness of a game level." Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-65106.
Full textFransson, Axel, and Christoffer Börjesson. "Virtuell verklighet för kommunikation och interaktion : Interaktiva rum som kommunikationsverktyg." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14832.
Full textThe bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.
Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.
Full textAndersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.
Full textFor contact with the author or request of videoclips, audio or other resources
Mail: olliver.andersson@gmail.com
Eriksson, Gustav, and Anton Engberg. "Automating the CAD to Virtual Reality Pipeline for Assembly Simulation." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166894.
Full textZachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.
Full textWennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.
Full textSilva, Gabriel Quaresma Moreira da. "Jumping AI for Unreal Engine." Master's thesis, 2019. http://hdl.handle.net/10400.8/4545.
Full textSantos, Bruno Miguel Vicente dos. "Integração de modelos CAD no motor de jogo Unreal Engine." Master's thesis, 2019. https://hdl.handle.net/10216/121304.
Full textWang, Han-Kuo, and 王瀚國. "Study of Element-Oriented Game Design : Using Unreal Engine as a Tool." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/47219000662018152837.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
99
Digital games have flourished in recent years. Contrary to the game industry’s prosperity, the teaching methods and teaching material of the game design and development relatively appears especially deficient. Therefore, to develop a set of non-skill-oriented game design system is extremely important. The purpose of this study is to design a program to simplify the learning process of game design and development. Thus, to combine game design elements and game types together as a basis of game design, and to use the UDK3 (Unreal Development Kit 3) game engine as a game development support tool software to design an element-oriented of digital game design and development teaching materials. Also, 50 university students were used as experimental subjects to carry on the experiment curriculum to verify the learning outcomes of this teaching material. If we use scale of five as a standard with five being the highest, the results of this research show that subject satisfaction with the materials showed an average of 3.80. Learning outcomes of the subjects showed an average of 3.71, showing that the teaching materials for learners with good game design and production skills benefits, but the results further showed that for learners with no programming experience or art specialized background, the teaching material’s benefit is particularly evident.
Lin, Shih-yun, and 林詩芸. "Design of Realistic Virtual Forest with Immersive Atmosphere by《Unreal Development Kit》Game Engine." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/73796222593913556374.
Full text世新大學
資訊傳播學研究所(含碩專班)
99
A great atmosphere established by real-time rendering could enhance entire game esthetics and is beneficial for the development of game plot. As players follow game plot with intensify visualization in diverse color, lighting, objects, and sound techniques, they would simultaneously show emotions of nervous, sadness, joy, excitement, etc. The sort of reality in virtual world is not necessarily the same as the reality we recognize today. A great atmosphere, reality, and appropriate exaggeration might support building for world outlook as well. One of the difficulties in 3D engine technique is the real-time rendering of wide-scale outdoor scenes, whose research and realization are essential for game development. The main objective of this research would be concentrated on “the atmosphere of forest”. Through Unreal Development Kit (UDK) game engine, this thesis could easily create a high level visualization of natural scene and more vivid than in the past in order to improve our game appearance by taking advantage of multi-core game engine rendering system. The technique of terrain rendering and realistic rendering has carried out complex calculation and dynamic plant simulation research.
Esteves, Diogo Manuel Pinto Ganilho. "A Utilização do Software Unreal Engine na Pré-Visualização de Cenas de Cinema e Televisão." Dissertação, 2021. https://hdl.handle.net/10216/135690.
Full textThe interest and curiosity in real time visualization technologies applied to audiovisual projects has been growing exponentially. This study aims to analyze the application of Unreal Engine® (Epic Games, Inc, North Carolina, EUA), a real time game engine, in the first steps of an audiovisual project and to address its applicability as an artistic and technical tool to facilitate the production methods used by creatives. This study comprises: i) revision of historical context on methods and Previsualization technologies; ii) development of Previsualization exercise approaching both traditional and virtual methodologies, using Unreal Engine, aiming to analyse and compare both practices during the different stages of a Previsualization process; iii) assessment of the potential advantages and disadvantages of of Unreal Engine application in Previsualization. From the analysis of the retrieved information and experience gained through the process of the proposed project´s development, it is concluded that the way Preproduction and Visualization are being approached is in fact rapidly changing. Real time technology is driving a new paradigm in audiovisual productions and Unreal Engine has become one of the most important elements in its development and implementation.
Esteves, Diogo Manuel Pinto Ganilho. "A Utilização do Software Unreal Engine na Pré-Visualização de Cenas de Cinema e Televisão." Master's thesis, 2021. https://hdl.handle.net/10216/135690.
Full textThe interest and curiosity in real time visualization technologies applied to audiovisual projects has been growing exponentially. This study aims to analyze the application of Unreal Engine® (Epic Games, Inc, North Carolina, EUA), a real time game engine, in the first steps of an audiovisual project and to address its applicability as an artistic and technical tool to facilitate the production methods used by creatives. This study comprises: i) revision of historical context on methods and Previsualization technologies; ii) development of Previsualization exercise approaching both traditional and virtual methodologies, using Unreal Engine, aiming to analyse and compare both practices during the different stages of a Previsualization process; iii) assessment of the potential advantages and disadvantages of of Unreal Engine application in Previsualization. From the analysis of the retrieved information and experience gained through the process of the proposed project´s development, it is concluded that the way Preproduction and Visualization are being approached is in fact rapidly changing. Real time technology is driving a new paradigm in audiovisual productions and Unreal Engine has become one of the most important elements in its development and implementation.
Ferreira, Francisco Miguel Moutinho. "Utilização de Jogos Digitais para auxílio do Desenvolvimento infantil - Treino da velocidade leitora." Master's thesis, 2019. http://hdl.handle.net/10362/87173.
Full text"Simulation Framework for Driving Data Collection and Object Detection Algorithms to Aid Autonomous Vehicle Emulation of Human Driving Styles." Master's thesis, 2020. http://hdl.handle.net/2286/R.I.63033.
Full textDissertation/Thesis
Masters Thesis Mechanical Engineering 2020
Negrão, Patrícia Monteiro. "Automated Playtesting In Videogames." Master's thesis, 2020. http://hdl.handle.net/10362/109737.
Full textMoreira, Ricardo dos Santos. "Quadrotor Simulator for Control De-velopment – Application to Autono-mous Landing." Master's thesis, 2017. http://hdl.handle.net/10362/42607.
Full textCarapito, Nuno Filipe Alexandre. "Desenvolvimento de Jogos Multi Jogador: Um Caso de Estudo." Master's thesis, 2016. http://hdl.handle.net/10400.6/5825.
Full textThe development of digital games has been rising all over the world. In this area, not only companies develop games, but there are also some individual people or people organized in small teams that are competing in the market. The last ones are usually helped by game engines, softwares developed by other companies, which main objective is to speed up the development of games. The two most used worldwide game engines are Unity and Unreal Engine, being both used by hundred of thousand, if not millions of people. This game engines have several limitations, but those don’t stop people from creating and launching the game in the market. In the digital games, the importance of the multi-player component has been increasing. Nowadays, it’s rare that a game goes to the market without a multi-player component. Even though the local mode is barely used (but still exists), the online mode is the mode that is normally used, since almost all houses of the developed countries has access to the Internet. The multi-player games can be player versus player, or in collaborative mode in which several players help each other to complete bigger challenges. Programming the multi-player component can be a challenge to the programmers, because it’s necessary to give some attention to several details, which in case they are not checked, they can introduce several flaws to the game and give advantage to the players that find them. Beside that, depending the type of network architecture used on the development of the game, there may appear some adittional problems, which require proper attention. This report lists the result of the comparison between two types of network architectures used in the development of a multi-player game, the peer-to-peer architecture and client/server architecture. For this test, it was developed a game with the help of a game engine, and checked which of the two architectures is better to the development of a multi-player strategy game. There will be also a description of the steps taken, what were the main problems encountered and how they were overcome.