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Title:Razvoj računalniške igre z inteligentnimi akterji
Authors:ID Kuzma, Timotej (Author)
ID Bizjak, Marko (Mentor) More about this mentor... New window
ID Kohek, Štefan (Comentor)
Files:.pdf VS_Kuzma_Timotej_2024.pdf (8,10 MB)
MD5: B25AFE0862CDDB1D3C817B9271E50B18
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V diplomskem delu predstavimo postopek izdelave tretjeosebne srednjeveške računalniške igre v pogonu Unreal Engine. Podrobno opišemo ozadje razvoja računalniških iger, proceduralno gradnjo terena in razvoj inteligentnih akterjev v okvirju principa delovanja igre, ki temeljijo na algoritmu GOAP. Na koncu analiziramo delovanje razvite igre na podlagi meritev števila sličic na sekundo glede na število akterjev, hitrosti izvajanja ključnih odsekov kode in kvalitete izrisa.
Keywords:Unreal Engine, proceduralno ustvarjanje vsebine, inteligentni akter, ciljno usmerjeno načrtovanje akcij
Place of publishing:Maribor
Publisher:[T. Kuzma]
Year of publishing:2024
PID:20.500.12556/DKUM-89726 New window
UDC:004.96(043.2)
COBISS.SI-ID:221322499 New window
Publication date in DKUM:19.09.2024
Views:126
Downloads:61
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:07.08.2024

Secondary language

Language:English
Title:Development of a computer game with intelligent actors
Abstract:In the thesis, we present the creation process of a third-person medieval computer game in Unreal Engine. We describe in detail the background of the development of computer games, the procedural construction of terrain and the development of intelligent actors within the framework, based on the GOAP algorithm. Finally, we analyze the performance of the developed game based on measurements of the number of frames per second in relation to the number of actors, the execution speed of key sections of the code and the quality of rendering.
Keywords:Unreal Engine, Procedural Content Generation, intelligent actor, Goal-Oriented Action Planning


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