Dissertations / Theses on the topic 'Video game engine'
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Mortazavi, Ravari Seyed Siavash. "Before Eternity: An Adventure Game Inspired by Sufi Mysticism." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.
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 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 textMendel, Oskar, and Jesper Bergström. "SIMD Optimizations of Software Rendering in 2D Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88989.
Full textWallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.
Full textQuarantini, Enrico. "Progettazione e sviluppo di video-giochi per Smart-Phone: un caso di Studio su iPhone." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3521/.
Full textGustafsson, 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 textOberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
Andersson, 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
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 textThis thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.
Full textO'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 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 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 textNämerforslund, Tim. "Machine Learning Adversaries in Video Games : Using reinforcement learning in the Unity Engine to create compelling enemy characters." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42746.
Full textAs video games become more complex and more immersive, not just graphically or as an artform, but also technically, it can be expected that games behave on a deeper level to challenge and immerse the player further. Today’s gamers have gotten used to pattern based enemies, moving between preprogrammed states with predictable patterns, which lends itself to a certain kind of gameplay where the goal is to figure out how to beat said pattern. But what if there could be more in terms of challenging the player on an interactive level? What if the enemies could learn and adapt, trying to outsmart the player just as much as the player tries to outsmart the enemies. This is where the field of machine learning enters the stage and opens up for an entirely new type of non-player character in videogames. An enemy who uses a trained machine learning model to play against the player, who can adapt and become better as more people play the game. This study aims to look at early steps to implement machine learning in video games, in this case in the Unity engine, and look at the players perception of said enemies compared to normal state-driven enemies. Via testing voluntary players by letting them play against two kinds of enemies, data is gathered to compare the average performance of the players, after which players answer a questionnaire. These answers are analysed to give an indication of preference in type of enemy. Overall the small scale of the game and simplicity of the enemies gives clear answers but also limits the potential complexity of the enemies and thus the players enjoyment. Though this also enables us to discern a perceived difference in the players experience, where a preference for machine learning controlled enemies is noticeable, as they behave less predictable with more varied behaviour.
Yang, Feng. "Architecture, Virtual Space And Impossible Space." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281401.
Full textLoup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.
Full textThis thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
Guo, Jing. "Serious Games pour la e-Santé : application à la formation des médecins généralistes." Phd thesis, Toulouse 3, 2016. http://oatao.univ-toulouse.fr/17813/1/the%CC%80se_GUO.pdf.
Full text"Smooth Surfaces For Video Game Development." Doctoral diss., 2011. http://hdl.handle.net/2286/R.I.9040.
Full textDissertation/Thesis
Ph.D. Computer Science 2011
Carvalho, Daniel Francisco Lopes de. "Porting e Melhoria do Videojogo Falcão vs Aliens." Master's thesis, 2015. http://hdl.handle.net/10316/35673.
Full textO porting de software tem grande peso na área dos videojogos, isto porque o número de plataformas disponíveis é cada vez maior. De forma a que um videojogo execute no máximo de plataformas é necessário efetuar o p orting do mesmo ou, durante o processo de desenvolvimento original garantir a maior compatibilidade possível entre plataformas. Neste documento é retratado o projeto de p orting e melhoria do videojogo “Falcao vs Aliens , o qual foi desenvolvido pela empresa WingzStudio para dispositivos móveis. Devido à necessidade de captar mais jogadores e aumentar a taxa de retenção é importante tornálo compatível com mais plataformas, principalmente as nativas (W indows e M ac OS X ) e w eb (navegadores atuais e F acebook ), assim como melhorar e adicionar novas funcionalidades. Numa primeira fase foi elaborado um estudo sobre o p orting e uma análise de ferramentas que facilitam esse processo. Posteriormente realizouse uma análise ao videojogo de forma a descobrir oportunidades de melhoria e problemas da versão original. Seguidamente efetuouse o processo de desenvolvimento, assente na metodologia waterfall.
Software porting has a big role on video games scene, the reason behind is the high number of platforms available. To make a video game able to run on most plataforms it’s necessary to perform the porting or during the original development ensure the maximum compatibility between platforms. This document describes the project of porting and improvement of the video game “Falcao vs Aliens , created for mobile devices by WingzStudio. The need to attract more players and increase the retention rate, make it necessary to increase the compatibility with new plataforms like Windows, Mac OS X, browsers and Facebook, as well as developing new features and improvements. The first phase will include the study around porting and the analysis of several tools that simplifies that process. Afterwards the analysis of the video game with the intent of finding new improvement opportunities and issues. At last the development process inspired by waterfall model. KeyWords: P orting of Video Games, Porting Process, Video Game Development, Game Engine, Falcao vs Aliens, WingzStudio.
Wang, Sili. "Indoor Navigation For The Blind And Visually Impaired: Validation And Training Methodology Using Virtual Reality." 2017. https://scholarworks.umass.edu/masters_theses_2/485.
Full textFernandes, Rui Miguel dos Santos. "SOCCER WARFARE." Master's thesis, 2021. http://hdl.handle.net/10400.8/6832.
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