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The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further, the Unity engine allows the creation of 2D and 3D

The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further, the Unity engine allows the creation of 2D and 3D games. The development of basic minigames in Unity can provide simulations for students to program. One can run the Unity minigame and their corresponding VIPLE script to control them over a network connection as well as locally. The minigames conform to the robot output and robot input interfaces supported by VIPLE. With this goal in mind, a snake game, a space shooter game, and a runner game have been created as Unity simulations, which can be controlled by scripts made using VIPLE. These games represent simulated environments that, with movement output and sensor input, students can program simply and externally from VIPLE to help learn robotics and computer science principles.
ContributorsChristensen, Collin Riley (Author) / Chen, Yinong (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in scope and require precise, predefined language to work, or large

While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in scope and require precise, predefined language to work, or large well tagged datasets for their models. In this project I attempt to apply concepts in NLP and procedural generation to a system which can generate a rough scene estimation of a natural language description in a 3d environment from a free use database of models. The primary objective of this system, rather than a completely accurate representation, is to generate a useful or interesting result. The use of such a system comes in assisting designers who utilize 3d scenes or environments for their work.
ContributorsHann, Jacob R. (Author) / Kobayashi, Yoshihiro (Thesis director) / Srivastava, Siddharth (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description

This paper will demonstrate that the Agile development process helps to ensure incremental work on an Unreal Engine game project is achieved by presenting a product produced in Unreal Engine along with my experience in utilizing Scrum to facilitate the game’s development. Section 2 discusses project goals and motivations for

This paper will demonstrate that the Agile development process helps to ensure incremental work on an Unreal Engine game project is achieved by presenting a product produced in Unreal Engine along with my experience in utilizing Scrum to facilitate the game’s development. Section 2 discusses project goals and motivations for using Agile, using Unreal Engine, and for the choice of genre in the final product. Section 3 contextualizes these goals by presenting the history of Unreal Engine, the novel applications of Unreal Engine, and the use of Unreal Engine in the development of Heady Stuff. Section 4 presents findings from the project’s development by describing my use of Agile and by presenting the steps taken in learning Unreal Engine. Section 4 continues by highlighting important development considerations in the use of Blueprints, C++, and HLSL in Unreal Engine. The section ends with the presentation of project feedback, its incorporation in the final product, and the resources used to assist development. Section 5 compares the workflow, help resources, and applications of Unreal Engine with those of Unity, another highly popular game engine. Lastly, Section 6 performs a post-mortem on the overall development process by considering how well Agile development processes were upheld along with how much of the original plans in the Design Document was present in the final product. Additionally, the section presents the major challenges encountered during project development. These challenges will help in proposing possible best practices for game development in Unreal Engine.

ContributorsHreshchyshyn, Jacob (Author) / Acuna, Ruben (Thesis director) / Hentges, John (Committee member) / Barrett, The Honors College (Contributor) / Software Engineering (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05