Sökning: "game engine"

Visar resultat 1 - 5 av 116 uppsatser innehållade orden game engine.

  1. 1. Measuring Immersion and Enjoyment in a 2D Top-Down Game by Replacing the Mouse Input with Eye Tracking

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap; Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Jonatan Fransson; Teemu Hiiriskoski; [2019]
    Nyckelord :Eye tracking; Immersion; Enjoyment; 2D top-down game; Video game;

    Sammanfattning : Background. Eye tracking has been evaluated and tried in different 2D settings for research purposes. Most commercial games that are using eye tracking use it as an assistive extra input method and are focused around third or first person. There are few 2D games developed with eye tracking as an input method. LÄS MER

  2. 2. Investigating How Impostor Techniques are Used to Optimize the Performance of Video Games

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS); KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Tor Dagsson Sundman; Joel Thunander; [2019]
    Nyckelord :;

    Sammanfattning : The demand for visual quality in video games is higher than ever. Video games approximate real objects via the tessellation of triangular polygons. Complex objects with a lot of detail require denser tessellations in order to be represented properly. LÄS MER

  3. 3. Volume rendering with Marching cubes and async compute

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Max Lukas Tlatlik; [2019]
    Nyckelord :Volume rendering; async compute; multi-engine;

    Sammanfattning : With the addition of the compute shader stage for GPGPU hardware it has becomepossible to run CPU like programs on modern GPU hardware. The greatest benefit can be seen for algorithms that are of highly parallel nature and in the case of volume rendering the Marching cubes algorithm makes for a great candidate due to its simplicity and parallel nature. LÄS MER

  4. 4. Performance in game environments with Shadow Maps based on Level of Detail

    Kandidat-uppsats, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper; Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Elin Karlsson; Lucas Persson; [2019]
    Nyckelord :Shadow Maps; Level of Detail; Computer Graphics; Optimization; Immersion;

    Sammanfattning : Background To be able to push game standards further and further, different graphics techniques have to be implemented by game developers. By utilizing some of those techniques, comes cost in the form of performance issues. LÄS MER

  5. 5. Measuring player preference using muscle simulation

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap; Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Felicia Spångberg; Eva Schramm; [2019]
    Nyckelord :muscle simulation; animation; user experiment;

    Sammanfattning : Background: Simulation of physics is something several modern video games use. These simulations are often used to create more believable and realistic environments. Physics-based animations in the form of muscle simulations is one such technique. LÄS MER