A Video Game Using Procedural Animation

Examensarbete för kandidatexamen

Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12380/251043
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dc.contributor.authorAndersson, Johan
dc.contributor.authorBergman, Lage
dc.contributor.authorHildinge, Erik
dc.contributor.authorIversen, Johan
dc.contributor.authorJohansson, Daniel
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineering (Chalmers)en
dc.date.accessioned2019-07-03T14:34:44Z-
dc.date.available2019-07-03T14:34:44Z-
dc.date.issued2017
dc.identifier.urihttps://hdl.handle.net/20.500.12380/251043-
dc.description.abstractVideo games are played more often and by more people every year. As the consumption rises, so does the expectations on the animations. In this report, the potential of procedural animation is investigated through comparisons of different techniques within the field. These techniques include, but are not limited to, PID-controllers, genetic algorithms and contact invariant optimization. Different methods to balance, walk, fight and destroy objects are compared. The end result is a fighting game where two controllable characters face off against each other in an arena where parts of the environment are destructible.
dc.language.isoeng
dc.setspec.uppsokTechnology
dc.subjectData- och informationsvetenskap
dc.subjectComputer and Information Science
dc.titleA Video Game Using Procedural Animation
dc.type.degreeExamensarbete för kandidatexamensv
dc.type.degreeBachelor Thesisen
dc.type.uppsokM2
Collection:Examensarbeten för kandidatexamen // Bachelor Theses



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