961 resultados para Game Engine Technology


Relevância:

80.00% 80.00%

Publicador:

Resumo:

[ES] El primordial objetivo del presente Trabajo de Final de Título (TFT) es realizar un juego de plataforma estilo runner para dispositivos móviles con sistema Android, y por medio de este, realizar un análisis de las diferentes herramientas que se pueden emplear para el desarrollo juegos para móvil estilo runner.  El resultado que se obtuvo fue SweetRuner, una aplicación móvil que permite jugar en dispositivos móviles que posean sistema Android en una versión igual o superior a Honeycomb. Las características que posee SweetRunner son: creación aleatoria de los elementos del juego; obstáculos y bonificaciones; aumento de dificultad conforme aumenta la puntuación; cálculo de puntuación y puntuación máxima; finalmente, comunicación con la red social Facebook. El desarrollo de SweetRunner se realizó en el motor de videojuegos Unity3D, ya que es considerado la mejor opción para este tipo de juegos, por las facilidades que brinda y por su sencillez y amigabilidad. La mayoría de las herramientas empleadas en el desarrollo de la app son de software libre, pero también se ha trabajado con software privativo. Es por esta razón que el presente trabajo se distribuye bajo la licencia GNU LGPL versión3, ya que con esta licencia se pueden enlazar a un programa no GPL, que puede ser software libre o no. El presente trabajo tiene el potencial necesario para convertirse en una guía para desarrollar juegos para móviles estilo runner. Esta guía facilitará el proceso de desarrollo y optimización, además de ayudar a entender el funcionamiento y la potencialidad de las diferentes herramientas y componentes que se usaron.  

Relevância:

80.00% 80.00%

Publicador:

Resumo:

[ES]En este proyecto la alumna ha desarrollado la demo jugable de un videojuego en 2D con perspectiva top-down. El juego transcurre en un zoológico, con un mono como protagonista, y el objetivo del mismo es lograr escapar al tiempo que se evita a los empleados del zoo. Para conseguir huir, el jugador tendrá que obtener algunos objetos y liberar a otros animales. En la propia demo se pueden consultar los controles y las distintas opciones disponibles. Para la creación del juego se ha utilizado el motor de juegos Unity 5 (edición personal) y recursos obtenidos de diversas fuentes de contenido gratuito.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Recent developments in piston engine technology have increased performance in a very significant way. Diesel turbocharged/turbo compound engines, fuelled by jet fuels, have great performances. The focal point of this thesis is the transformation of the FIAT 1900 jtd diesel common rail engine for the installation on general aviation aircrafts like the CESSNA 172. All considerations about the diesel engine are supported by the studies that have taken place in the laboratories of the II Faculty of Engineering in Forlì. This work, mostly experimental, concerns the transformation of the automotive FIAT 1900 jtd – 4 cylinders – turbocharged – diesel common rail into an aircraft engine. The design philosophy of the aluminium alloy basement of the spark ignition engine have been transferred to the diesel version while the pistons and the head of the FIAT 1900 jtd are kept in the aircraft engine. Different solutions have been examined in this work. A first V 90° cylinders version that can develop up to 300 CV and whose weight is 30 kg, without auxiliaries and turbocharging group. The second version is a development of e original version of the diesel 1900 cc engine with an optimized crankshaft, that employ a special steel, 300M, and that is verified for the aircraft requirements. Another version with an augmented stroke and with a total displacement of 2500 cc has been examined; the result is a 30% engine heavier. The last version proposed is a 1600 cc diesel engine that work at 5000 rpm, with a reduced stroke and capable of more than 200 CV; it was inspired to the Yamaha R1 motorcycle engine. The diesel aircraft engine design keeps the bore of 82 mm, while the stroke is reduced to 64.6 mm, so the engine size is reduced along with weight. The basement weight, in GD AlSi 9 MgMn alloy, is 8,5 kg. Crankshaft, rods and accessories have been redesigned to comply to aircraft standards. The result is that the overall size is increased of only the 8% when referred to the Yamaha engine spark ignition version, while the basement weight increases of 53 %, even if the bore of the diesel version is 11% lager. The original FIAT 1900 jtd piston has been slightly modified with the combustion chamber reworked to the compression ratio of 15:1. The material adopted for the piston is the aluminium alloy A390.0-T5 commonly used in the automotive field. The piston weight is 0,5 kg for the diesel engine. The crankshaft is verified to torsional vibrations according to the Lloyd register of shipping requirements. The 300M special steel crankshaft total weight is of 14,5 kg. The result reached is a very small and light engine that may be certified for general aviation: the engine weight, without the supercharger, air inlet assembly, auxiliary generators and high pressure body, is 44,7 kg and the total engine weight, with enlightened HP pump body and the titanium alloy turbocharger is less than 100 kg, the total displacement is 1365 cm3 and the estimated output power is 220 CV. The direct conversion of automotive piston engine to aircrafts pays too huge weight penalties. In fact the main aircraft requirement is to optimize the power to weight ratio in order to obtain compact and fast engines for aeronautical use: this 1600 common rail diesel engine version demonstrates that these results can be reached.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A constantly growing number of scooters produce an increasing amount of potentially harmful emissions. Due to their engine technology, two-stroke scooters emit huge amounts of adverse substances, which can induce adverse pulmonary and cardiovascular health effects. The aim of this study was to develop a system to expose a characterized triple cell coculture model of the human epithelial airway barrier, to freshly produced and characterized total scooter exhaust emissions. In exposure chambers, cell cultures were exposed for 1 and 2 h to 1:100 diluted exhaust emissions and in the reference chamber to filtered ambient air, both controlled at 5% CO(2), 85% relative humidity, and 37 degrees C. The postexposure time was 0-24 h. Cytotoxicity, used to validate the exposure system, was significantly increased in exposed cell cultures after 8 h postexposure time. (Pro-) inflammatory chemo- and cytokine concentrations in the medium of exposed cells were significantly higher at the 12 h postexposure time point. It was shown that the described exposure system (with 2 h exposure duration, 8 and 24 h postexposure time, dilution of 1:100, flow of 2 L/min as optimal exposure conditions) can be used to evaluate the toxic potential of total exhaust emissions.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Este proyecto consiste en crear una serie de tres pequeños videojuegos incluidos en una sola aplicación, para plataformas móviles Android, que permitan en cualquier lugar entrenar la estética de la voz del paciente con problemas de fonación. Dependiendo de los aspectos de la voz (sonidos sonoros y sordos, el pitch y la intensidad) a trabajar se le asignará un ejercicio u otro. En primer lugar se introduce el concepto de rehabilitación de la voz y en qué casos es necesario. Seguidamente se realiza un trabajo de búsqueda en el que se identifican las distintas plataformas de desarrollo de videojuegos que son compatibles con los sistemas Android, así como para la captura de audio y las librerías de procesado de señal. A continuación se eligen las herramientas que presentan las mejores capacidades y con las que se va a trabajar. Estas son el motor de juego Andengine, para la parte gráfica, el entorno Java específico de Android, para la captura de muestras de audio y la librería JTransforms que realiza transformadas de Fourier permitiendo procesar el audio para la detección de pitch. Al desarrollar y ensamblar los distintos bloques se prioriza el funcionamiento en tiempo real de la aplicación. Las líneas de mejora y conclusiones se comentan en el último capítulo del trabajo así como el manual de usuario para mayor comprensión. ABSTRACT. The main aim of this project is to create an application for mobile devices which includes three small speech therapy videogames for the Android OS. These videogames allow patients to train certain voice parameters (such as voice and unvoiced sounds, pitch and intensity) wherever they want and need to. First, an overview of the concept of voice rehabilitation and its uses for patients with speech disorders is given. Secondly a study has been made to identify the most suitable video game engine for the Android OS, the best possible way to capture audio from the device and the audio processing library which will combine with the latter. Therefore, the chosen tools are exposed. Andengine has been selected regarding the game engine, Android’s Java framework for audio capture and the fast Fourier transform library, JTransforms, for pitch detection. Real time processing is vital for the proper functioning of the application. Lines of improvement and other conclusions are discussed in the last part of this dissertation paper.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Desde su aparición en los años 50, los videojuegos han estado muy presentes en la vida de los jóvenes. Un mercado que nunca se ha mantenido estático, donde la revolución científica vivida en el siglo XX ha colaborado en su gran evolución. Empezando por un juego implementado en una máquina de rayos catódicos, pasando por las recreativas, hasta meterse en los hogares de cualquier familia con los PC y videoconsolas. Contando además con una calidad gráfica que hace difícil diferenciar hoy en día entre realidad y mundo virtual. Pero no sólo los videojuegos están concebidos para el ocio y desconectar de la realidad. Existe un concepto llamado “gamification”, una técnica que busca el transmitir conocimientos, ayudar a personas con discapacidades, facilitar las rehabilitaciones, etc… transformando actividades que puedan parecer aburridas, en algo divertido. Aquí es donde entran los juegos serios, juegos que buscan tales objetivos. Dado que los videojuegos hoy en día están muy metidos en la sociedad, y cada vez llegan a más público de distintas edades y género. Hemos elegido este proyecto para fomentar la creación de videojuegos serios, a través de un tutorial completo con el motor gráfico Unity, intentando usar el mayor número de herramientas posible. ABSTRACT. From the beginning in the 1950s, video games have played an important role in young people’s life. A market that has never been static, where scientific revolution lived in the twentieth century has contributed to a great evolution. Starting from a game implemented on a cathode ray machine, reaching arcade rooms and then getting into families with PCs and consoles. Nowadays the graphic quality makes difficult to differentiate between reality and the virtual world. Not only video games are designed for leisure and to disconnect from the real world for a while. There is a concept called “gamification”, a technique which tends to transmit knowledge, give help to people with disabilities, facilitate rehab, etc. Transforming activities, which might seem boring into fun ones. This is where serious games take place, games looking for the goals mentioned. Since nowadays video games are completely set in our society, and increasing a wider public with different ages and gender, this project has been chosen to promote the creation of serious video games, through a complete tutorial with the game engine - Unity - attempting to use as many tools as it can be possible.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Salman, M. et al. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. GSTF Journal on Computing (JoC), Volume 5 (Issue 1), pp. 45-51.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concepts listed above, trying to consider them in the school context. After that, we will make the summary presentation of the music educational game FLAPPY CRAB, a clone of the GEARS Studios Flappy Bird, developed for mobile devices and other platforms with the UNITY 3D© game engine. In this chapter we’ll talk yet, albeit briefly, about the game engine used in the development of this educational application. This educational game aims to assess the possible impacts that its use has on learning and skill development related to auditory memory, qualitative discrimination of musical sound height (pitch—in the range of an octave with a central point in 440 Hz), visual identification of musical notation symbols and its relative organization according to the grammar rules of traditional music spelling. The game has been tested by a group of approximately 30 teenagers over a period of about 6 months, over which data was collected. In this chapter, we will present a review of the preliminary data collected to date.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The United States transportation industry is predicted to consume approximately 13 million barrels of liquid fuel per day by 2025. If one percent of the fuel energy were salvaged through waste heat recovery, there would be a reduction of 130 thousand barrels of liquid fuel per day. This dissertation focuses on automotive waste heat recovery techniques with an emphasis on two novel techniques. The first technique investigated was a combination coolant and exhaust-based Rankine cycle system, which utilized a patented piston-in-piston engine technology. The research scope included a simulation of the maximum mass flow rate of steam (700 K and 5.5 MPa) from two heat exchangers, the potential power generation from the secondary piston steam chambers, and the resulting steam quality within the steam chamber. The secondary piston chamber provided supplemental steam power strokes during the engine's compression and exhaust strokes to reduce the pumping work of the engine. A Class-8 diesel engine, operating at 1,500 RPM at full load, had a maximum increase in the brake fuel conversion efficiency of 3.1%. The second technique investigated the implementation of thermoelectric generators on the outer cylinder walls of a liquid-cooled internal combustion engine. The research scope focused on the energy generation, fuel energy distribution, and cylinder wall temperatures. The analysis was conducted over a range of engine speeds and loads in a two cylinder, 19.4 kW, liquid-cooled, spark-ignition engine. The cylinder wall temperatures increased by 17% to 44% which correlated well to the 4.3% to 9.5% decrease in coolant heat transfer. Only 23.3% to 28.2% of the heat transfer to the coolant was transferred through the TEG and TEG surrogate material. The gross indicated work decreased by 0.4% to 1.0%. The exhaust gas energy decreased by 0.8% to 5.9%. Due to coolant contamination, the TEG output was not able to be obtained. TEG output was predicted from cylinder wall temperatures and manufacturer documentation, which was less than 0.1% of the cumulative heat release. Higher TEG conversion efficiencies, combined with greater control of heat transfer paths, would be needed to improve energy output and make this a viable waste heat recovery technique.

Relevância:

50.00% 50.00%

Publicador:

Resumo:

Commercial computer games contain “physics engine” components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Technology (i.e. tools, methods of cultivation and domestication, systems of construction and appropriation, machines) has increased the vital rates of humans, and is one of the defining features of the transition from Malthusian ecological stagnation to a potentially perpetual rising population growth. Maladaptations, on the other hand, encompass behaviours, customs and practices that decrease the vital rates of individuals. Technology and maladaptations are part of the total stock of culture carried by the individuals in a population. Here, we develop a quantitative model for the coevolution of cumulative adaptive technology and maladaptive culture in a 'producer-scrounger' game, which can also usefully be interpreted as an 'individual-social' learner interaction. Producers (individual learners) are assumed to invent new adaptations and maladaptations by trial-and-error learning, insight or deduction, and they pay the cost of innovation. Scroungers (social learners) are assumed to copy or imitate (cultural transmission) both the adaptations and maladaptations generated by producers. We show that the coevolutionary dynamics of producers and scroungers in the presence of cultural transmission can have a variety of effects on population carrying capacity. From stable polymorphism, where scroungers bring an advantage to the population (increase in carrying capacity), to periodic cycling, where scroungers decrease carrying capacity, we find that selection-driven cultural innovation and transmission may send a population on the path of indefinite growth or to extinction.