Sökning: "gameplay programming"
Visar resultat 1 - 5 av 8 uppsatser innehållade orden gameplay programming.
1. MTG-kortsprissättning: en regressionsanalys för att bestämma nyckelfaktorer för kortpriser
Kandidat-uppsats, KTH/Matematisk statistikSammanfattning : Genom att analysera kortegenskaperna hos Magic the Gathering-kort harmodeller tagits fram för att bestämma deras inverkan på kortpriset. Tidigarestudier har inte fokuserat på spel-egenskaperna, vilket är vad som särskiljer dettaarbete från tidigare forskning. LÄS MER
2. Attempting to diffract in-game factions : An analysis of the lack of innovation regarding conflict-driven coalitions.
Kandidat-uppsats, Blekinge Tekniska HögskolaSammanfattning : This Bachelor thesis reviews the concept of non-innovative faction groups in digital games and the cause and effect of such systems. The paper goes into detail on what diffractions are available to developers when creating a faction driven game. It also illuminates the need to be aware of consequences of small details in a big picture. LÄS MER
3. UniRx and Unity 5 : Working with C# and object-oriented reactive programming
M1-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. LÄS MER
4. How does the digitalization of atable top game affect gameplay? : How the technical aspects of theimplementation can affect the game and thegameplay
Kandidat-uppsats, Södertörns högskola/Institutionen för naturvetenskap, miljö och teknikSammanfattning : The goal of this study is to research how the digitalization of a table top gameaffects the game and its gameplay. We are researching this by first havingparticipants play chess, and online chess, and the interviewing them about theirexperiences with the both games. The main effects of digitalization are inputcontrols. LÄS MER
5. Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. LÄS MER