Sökning: "quake 2"

Hittade 3 uppsatser innehållade orden quake 2.

  1. 1. Bosses, spam, and griefers: a study of how old words adopt new meanings in online computer games

    Kandidat-uppsats, Lunds universitet/Engelska

    Författare :Mikael Johannesson; [2014]
    Nyckelord :Languages and Literatures;

    Sammanfattning : This essay investigates 20 gaming words generally present in the genres of Massively Multiplayer Online Role-Playing Games, Real Time Strategy, and First-Person Shooter. From each genre, one game was chosen as a representative for their respective genre, namely Guild Wars 2, StarCraft II, and Quake III Arena. LÄS MER

  2. 2. Multiple Potential Fields in Quake 2 Multiplayer

    Magister-uppsats, Blekinge Tekniska Högskola/Avdelningen för för interaktion och systemdesign

    Författare :Hector Villena Cazorla; [2006]
    Nyckelord :potential; fields; Quake 2; agent; AI; videogame; magnetic;

    Sammanfattning : This thesis may be interesting for developers within video game industry, people who design the behaviour of agent systems, or those interested in complex robotic control systems. What potential fields give to the world of AI is a new way to implement the behaviour of the agents, giving weights to all the elements in the world, so the agent can decide if making some action deserves the cost, the combination of several potential fields is what makes this technique so efficient. LÄS MER

  3. 3. Distributed exploration of virtual environments

    Magister-uppsats, Blekinge Tekniska Högskola/Avdelningen för programvarusystem; Blekinge Tekniska Högskola/Avdelningen för programvarusystem

    Författare :Andreas Mattisson; Mathias Börjesson; [2006]
    Nyckelord :AI; Agents; Exploration; Mapping; Quake 2; Games;

    Sammanfattning : In most games today the movements of computer players is controlled by a web of waypoints that have been predefined by the creators of the map, or automatically generated by an application on beforehand. This data is precompiled to save precious CPU cycles for the player of the game, but what if we want these computer players to be able to explore how to get around the map by themselves? How could this be done and how would the result change if we had several of these players cooperating to explore the map? We explore some of the possibilities for exploration and discovery of maps using approaches that is often found in robotics. LÄS MER