Um die anderen Arten von Veröffentlichungen zu diesem Thema anzuzeigen, folgen Sie diesem Link: Game engine Unity.

Zeitschriftenartikel zum Thema „Game engine Unity“

Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an

Wählen Sie eine Art der Quelle aus:

Machen Sie sich mit Top-50 Zeitschriftenartikel für die Forschung zum Thema "Game engine Unity" bekannt.

Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.

Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.

Sehen Sie die Zeitschriftenartikel für verschiedene Spezialgebieten durch und erstellen Sie Ihre Bibliographie auf korrekte Weise.

1

Yasufuku, Kensuke, Ginga Katou und Sota Shoman. „Game Engine (Unity, Unreal Engine)“. Journal of The Institute of Image Information and Television Engineers 71, Nr. 5 (2017): 353–57. http://dx.doi.org/10.3169/itej.71.353.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Salama, Ramiz, und Mohamed ElSayed. „Basic elements and characteristics of game engine“. Global Journal of Computer Sciences: Theory and Research 8, Nr. 3 (29.12.2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

Der volle Inhalt der Quelle
Annotation:
Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Barczak, Andrzej, und Hubert Woźniak. „Comparative Study on Game Engines“. Studia Informatica, Nr. 23 (22.12.2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

Der volle Inhalt der Quelle
Annotation:
Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Nabila, Amira Mar’atu, Aidil Primasetya Armin und Elvianto Dwi Hartono. „Game Edukasi Tembung Aran Menggunakan Tools Engine Game Unity“. BINA INSANI ICT JOURNAL 7, Nr. 2 (28.12.2020): 135. http://dx.doi.org/10.51211/biict.v7i2.1406.

Der volle Inhalt der Quelle
Annotation:
Abstrak: Bahasa jawa meruapakan bahasa yang berasal dari daerah yang terdapat di negara Indonesia. Salah satu unsur bahasa adalah kata. Ketika mempelajari bahasa indonesia salah satu yang di pelajari adalah kata benda. Dalam bahasa jawa terdapat pula kata benda yaitu tembung aran. Permainan yang bersifat mendidik merupakan bagian dari genre dalam permainan. Genre ini merupakan salah satu media yang bersifat mendidik. Upaya pengembangan game adalah desain game. Desain ini membantu dalam merancang isi permainan. Pada penelitian ini dirancang game edukasi dengan model tebak gambar dan mencocokanya dengan kata benda bahasa daerah jawa yaitu tembung aran. Benda yang akan dicocokan adalah benda yang pada umumnya di temukan di dalam dan sekitar rumah. Untuk mengetahui kelayakan game ini digunakan metode pengujian System Usability Scale (SUS). Hasil yang didapatkan termasuk dalam kategori Acceptability pada skor acceptable dengan nilai 84, adjective rating nya mendapat nilai Excellent, dan Grade Scale termasuk dalam kategori B. Kata kunci: game edukasi, kata benda, tembung aran. Abstract: The javanese language is a language that comes from the regions in Indonesia. One of the elements of language is the word. When learning Indonesian, one that is learned is a noun. In Javanese, there is also a noun, namely Tembung aran. Educational games are part of the game genre. This genre is one of the media that is educational. Game development endeavors are game design. This design helps in designing the game content. In this study, an educational game was designed with a guess the image model and matching it with a Javanese noun, namely Tembung aran. The objects to be matched are objects that are generally found in and around the house. To determine the feasibility of this game, the System Usability Scale (SUS) testing method is used. The results obtained were included in the Acceptability category in an acceptable score with a value of 84, the adjective rating received an Excellent value, and the Grade Scale was included in category B. Keywords: educational games, nouns, tembung aran.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Skop, Paweł. „Comparison of performance of game engines across various platforms“. Journal of Computer Sciences Institute 7 (30.09.2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.

Der volle Inhalt der Quelle
Annotation:
The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Bebko, Adam O., und Nikolaus F. Troje. „Experimental design with Unity Game Engine“. Journal of Vision 20, Nr. 11 (20.10.2020): 810. http://dx.doi.org/10.1167/jov.20.11.810.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Parenyuk, Leonid Nikolaevich, und Vlada Vladimirovna Kugurakova. „Npc Behavior Plugin Development for Game Engine Unity“. Russian Digital Libraries Journal 23, Nr. 5 (23.08.2020): 1044–57. http://dx.doi.org/10.26907/1562-5419-2020-23-5-1044-1057.

Der volle Inhalt der Quelle
Annotation:
There are various approaches for creating artificial intelligence in games, and each has both advantages and disadvantages. This study describes an authoring implementation of the NPC behavior task using machine learning algorithms that will be associated with the Unity environment in real time. This approach can be used in game development.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Nasution, Salhazan, Arbi Haza Nasution und Arif Lukman Hakim. „Pembuatan Plugin Tile-Based Game Pada Unity 3D“. IT JOURNAL RESEARCH AND DEVELOPMENT 4, Nr. 1 (15.08.2019): 46–60. http://dx.doi.org/10.25299/itjrd.2019.vol4(1).3517.

Der volle Inhalt der Quelle
Annotation:
Saat ini video games sudah menjadi hal umum dalam kehidupan masyarakat dunia. Sejalan dengan itu, proses pengembangan sebuah game menjadi lebih baik dengan kemunculan game engine. Salah satu dari sekian banyak game engine yang paling sering digunakan adalah Unity. Unity memberikan berbagai macam fitur, salah satunya adalah kemampuan untuk menggunakan plugin. Hanya saja, Unity sendiri belum memiliki plugin untuk pengembangan game berbasis tile. Tanpa dukungan plugin, pengembangan tile-based game akan memakan waktu sangat lama, karena setiap tile harus diatur ulang masing-masing posisinya pada koordinat x, y, dan z dengan sangat presisi setiap kali tile baru dibuat. Solusi dari masalah tersebut adalah dengan membuat GUI (Graphical User Interface) pada editor Unity, dengan melakukan ekstensi kelas Editor milik Unity. Dengan melakukan ekstensi kelas tersebut, sebuah sistem menu baru dapat dibuat khusus untuk melakukan level editing pada tile-based game. Dengan menggunakan plugin ini, pengembangan tile-based game dapat menjadi lebih efektif dan efisien, baik dari segi sumber daya, waktu, dan kemudahan pengerjaan.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Żukowski, Hubert. „Comparison of 3D games’ efficiency with use of CRYENGINE and Unity game engines“. Journal of Computer Sciences Institute 13 (30.12.2019): 345–48. http://dx.doi.org/10.35784/jcsi.1330.

Der volle Inhalt der Quelle
Annotation:
This article presents the results of the performance studies of applications created with use of CryEngine and Unity game engines. Presented research was mainly focused on comparison of two applications created on selected engines. Several parameters were selected for the research: frame rate, CPU usage, RAM usage and generation time of 3D objects. Created applications were built with the use of the same graphic resources and similar source code. The hypotheses set in the article – Unity game engine is more efficient than CryEngine – have been verified and partially confirmed: engines are more efficient in different environments.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Musiafa, Zayid. „RANCANG BANGUN APLIKASI GAME DEKSTOP LOKAL BANJARMASIN POMA 3D GAME ADVENTURE MENGGUNAKAN UNITY GAME ENGINE“. Technologia: Jurnal Ilmiah 8, Nr. 4 (05.10.2017): 236. http://dx.doi.org/10.31602/tji.v8i4.1123.

Der volle Inhalt der Quelle
Annotation:
Bangsa Indonesia memiliki banyak kepulauan dan bentang geografis yang beragam, diiantaranya Kalimantan. Kota Banjarmasin adalah ibu kota provinsi Kalimantan Selatan, Indonesia. Banjarmasin yang dijuluki Kota Seribu Sungai ini memiliki wilayah seluas 98,46 km² yang wilayahnya merupakan delta atau kepulauan. Memiliki budaya sungai dengan interaksi masyarakat yang sangat kuat terhadap sungai baik dalam kegiatan sosial maupun ekonomi. Saat ini, game merupakan media hiburan yang memanfaatkan tekhnologi. Game di Indonesia sendiri sedang banyak diminati para remaja. Game yang ada semakin canggih dan menarik. Karena menariknya gama-game sekarang mayoritas memiliki tujuan sebagai media hiburan saja, sedangkan untuk game yang memiliki tujuan hiburan serta mengandung edukasi lokal hanya sedikit. Oleh sebab ulasan diatas maka perlu dibuatlah sebuah game bertama lokal. Gagasan rancang bangun aplikasi permainan dekstop lokal banjarmasin poma 3d game adventure menggunakan unity game engine ini berstoryline mengeksplor sedikit hal yang menarik dari lingkup kota Banjarmasin seperti mengangkat beberapa ciri khas (ikon) atau kegiatan yang dekat dengan kehidupan masyarakat kota Banjarmasin dari permainan game tersebut diharapkan dapat memberikan kontribusi positif sebagai media mengenalkan potensi daerah secara universal. Kata Kunci : A Star, Game, Unity, 3d, Game Engine, 3Ds Max, Lokal Banjarmasin.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
11

Abdurrahim, Imaduddin, Estu Sinduningrum und Atiqah Meutia Hilda. „Pembuatan Mapping FloorMenggunakan Engine Game Unity dan Barcode“. Prosiding Seminar Nasional Teknoka 3 (10.01.2019): 17. http://dx.doi.org/10.22236/teknoka.v3i0.2895.

Der volle Inhalt der Quelle
Annotation:
Peta ruangan dan penanda jalan sangat penting untuk memberitahu lokasi dan tempat yang ingin dituju. Penanda jalan sudah hamper tersebar dimana mana. Namun permasalahannya ialah tidak semua tempat memiliki peta ruangan, khususnya di Fakultas Teknik UHAMKA, di tiap lantai tidak terdapat peta ruangan yang menunjukan letak ruangan. Dengan adanya mapping floor berbasis barcode, mahasiswa ataupun bukan mahasiswa hanya tinggal menscan barcode untuk mencari ruangan dan info ruangan. Barcode mapping ini dibuat dengan mekanisme sederhana untuk memudahkan pengguna mengakses dan mengunduh map offline dengan format PNG yang sudah dibuat dengan tanda lokasi pada saat melakukan scan. Lalu aplikasi mapping floor dapat memberikan simulasi pemetaan ruangan secara per lantai sehingga pengguna dapat melihat view dengan 360 derajat. Aplikasi tersebut di buat dengan menggunakan engine unity. Pengimplementasian aplikasi dan barcode dilakukan di Gedung Fakultas Teknik UHAMKA. Data yang ditampilkan di dalam barcode berupa nama ruangan, kapasitas ruangan dan keterangan detail ruangan.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
12

Gabajová, Gabriela, Martin Krajčovič, Marián Matys, Beáta Furmannová und Natália Burganová. „DESIGNING VIRTUAL WORKPLACE USING UNITY 3D GAME ENGINE“. Acta Tecnología 7, Nr. 1 (31.03.2021): 35–39. http://dx.doi.org/10.22306/atec.v7i1.101.

Der volle Inhalt der Quelle
Annotation:
Designing a workplace may be a challenging task. It is important to make sure that the new workplace will prevent unnecessary resource waste, but also create a safe working environment for employees. Therefore, creating a virtual copy of the workplace before its real-life implementation may help to eliminate design shortcomings. This article presents a methodology of creating a virtual workplace using a game engine – Unity 3D. The methodology describes basic principles and methods used for the creation of virtual workplace, from initial analysis to utilization. The user then can use a VR head-mounted device to see small details and possible shortcomings. Effectiveness of methodology was then evaluated by using it to visualize a bar-processing workplace.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
13

Ritter, Kenneth A., Christoph W. Borst und Terrence L. Chambers. „Overview and Assessment of Unity Toolkits for Rapid Development of an Educational VR Application“. International Journal for Innovation Education and Research 3, Nr. 7 (31.07.2015): 147–64. http://dx.doi.org/10.31686/ijier.vol3.iss7.398.

Der volle Inhalt der Quelle
Annotation:
As the interest in Virtual Reality (VR) increases, so does the number of software toolkits available for various VR applications. Given that more games are being made with the Unity game engine than any other game technology, several of these toolkits are developed to be directly imported into Unity. A feature and interaction comparison of the toolkits is needed by Unity developers to properly suit one for a specific application. This paper presents an overview and comparison of several virtual reality toolkits available for developers using the Unity game engine. getReal3D, MiddleVR, and Reality-based User Interface System (RUIS) are analysed for VR interaction and display on multi-projection immersive environments like Cave Automatic Virtual Environments (CAVE)s. MiddleVR was found to have the highest performance and most versatile toolkit for CAVE display and interaction. However, taking cost into account, RUIS is the clear winner as it is available for free under the Lesser General Public License (LGPL) Version 3 license.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
14

Hadisopiyan, Aris, Christian Dwi Suhendra und Parma Hadi Rantelinggi. „Membuat Game 3d Survival Horror “Suanggi Survival Papua” Berbasis Desktop Menggunakan Unity“. INFORMAL: Informatics Journal 5, Nr. 3 (29.12.2020): 96. http://dx.doi.org/10.19184/isj.v5i3.21235.

Der volle Inhalt der Quelle
Annotation:
Game is an activity that aims to have fun, light exercise, fill spare time, and sometimes used as a means of education. One of the most downloaded desktop games is a game made in Indonesia with the survival horror genre made with Unity. Unity is a user-friendly game engine that supports more than 25 platforms and provides many ready-to-use assets. The authors made a desktop-based 3d game with the survival horror genre made with Unity. The method used in this game's manufacture and design is the Multimedia Development Life Cycle, which has six stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. In making this game using Blender, Camtasia Studio, Adobe Photoshop, Unity, Inno Setup, and the C# programming language. The program function testing phase has been successful using the black box method, and from this research, a 3d game called "Suanggi Survival Papua" based on the desktop with single-player mode has been produced. Games with the survival horror genre combined with the local culture can add insight into the knowledge and train the players' concentration.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
15

Dibrivniy, O. A., V. V. Grebenyuk, P. O. Kravchuk, O. V. Senkov und O. A. Kilmeninov. „SOLID principies usage in video game development based on UNITY game engine“. Telecommunication and information technologies 66, Nr. 1 (2020): 79–87. http://dx.doi.org/10.31673/2412-4338.2020.017987.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
16

de Macedo, Daniel V., und Maria Andréia Formico Rodrigues. „Experiences with rapid mobile game development using unity engine“. Computers in Entertainment 9, Nr. 3 (November 2011): 1–12. http://dx.doi.org/10.1145/2027456.2027460.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
17

Laksono und Aditya. „Utilizing A Game Engine for Interactive 3D Topographic Data Visualization“. ISPRS International Journal of Geo-Information 8, Nr. 8 (15.08.2019): 361. http://dx.doi.org/10.3390/ijgi8080361.

Der volle Inhalt der Quelle
Annotation:
Developers have long used game engines for visualizing virtual worlds for players to explore. However, using real-world data in a game engine is always a challenging task, since most game engines have very little support for geospatial data. This paper presents our findings from exploring the Unity3D game engine for visualizing large-scale topographic data from mixed sources of terrestrial laser scanner models and topographic map data. Level of detail (LOD) 3 3D models of two buildings of the Universitas Gadjah Mada campus were obtained using a terrestrial laser scanner converted into the FBX format. Mapbox for Unity was used to provide georeferencing support for the 3D model. Unity3D also used road and place name layers via Mapbox for Unity based on OpenStreetMap (OSM) data. LOD1 buildings were modeled from topographic map data using Mapbox, and 3D models from the terrestrial laser scanner replaced two of these buildings. Building information and attributes, as well as visual appearances, were added to 3D features. The Unity3D game engine provides a rich set of libraries and assets for user interactions, and custom C# scripts were used to provide a bird’s-eye-view mode of 3D zoom, pan, and orbital display. In addition to basic 3D navigation tools, a first-person view of the scene was utilized to enable users to gain a walk-through experience while virtually inspecting the objects on the ground. For a fly-through experience, a drone view was offered to help users inspect objects from the air. The result was a multiplatform 3D visualization capable of displaying 3D models in LOD3, as well as providing user interfaces for exploring the scene using “on the ground” and “from the air” types of first person view interactions. Using the Unity3D game engine to visualize mixed sources of topographic data creates many opportunities to optimize large-scale topographic data use.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
18

Paszkiel, Szczepan, Ryszard Rojek, Ningrong Lei und Maria António Castro. „A Pilot Study of Game Design in the Unity Environment as an Example of the Use of Neurogaming on the Basis of Brain–Computer Interface Technology to Improve Concentration“. NeuroSci 2, Nr. 2 (19.04.2021): 109–19. http://dx.doi.org/10.3390/neurosci2020007.

Der volle Inhalt der Quelle
Annotation:
The article describes the practical use of Unity technology in neurogaming. For this purpose, the article describes Unity technology and brain–computer interface (BCI) technology based on the Emotiv EPOC + NeuroHeadset device. The process of creating the game world and the test results for the use of a device based on the BCI as a control interface for the created game are also presented. The game was created in the Unity graphics engine and the Visual Studio environment in C#. The game presented in the article is called “NeuroBall” due to the player’s object, which is a big red ball. The game will require full focus to make the ball move. The game will aim to improve the concentration and training of the user’s brain in a user-friendly environment. Through neurogaming, it will be possible to exercise and train a healthy brain, as well as diagnose and treat various symptoms of brain disorders. The project was entirely created in the Unity graphics engine in Unity version 2020.1.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
19

Andre, Joshua Lorenzo, Eva Handriyantini und Chaulina Alfianti Oktavia. „Pengembangan Game Virtual Reality Berbasis Android Menggunakan Unity Sebagai Media Penunjang Pengenalan Bahasa Inggris“. J-INTECH 6, Nr. 02 (11.02.2019): 208–13. http://dx.doi.org/10.32664/j-intech.v6i02.253.

Der volle Inhalt der Quelle
Annotation:
Perkembangan teknologi membuat dunia memanfaatkan teknologi pada dunia edukasi, saat ini terdapat beberapa perubahan trend pada digital education, salah satu trend tersebut adalah edukasi yang memanfaatkan teknologi Augmented Reality dan Virtual Reality. Virtual reality merupakan teknologi yang mengijinkan seorang pengguna untuk berinteraksi dengan sebuah lingkungan yang disimulasikan oleh komputer. Teknologi tersebut mengijinkan pengguna untuk berinteraksi di dalam dunia virtual. Salah satu edukasi atau pendidikan yang wajib dipelajari salah satunya ialah bahasa Inggris, karena bahasa Inggris merupakan bahasa internasional yang digunakan antar negara. Survei mengatakan bahwa 88% mahasiswa menyatakan bahwa smartphone membantu kegiatan belajar dan 85% dari pengajar setuju bahwa virtual reality akan memiliki efek positif. Unity 3D merupakan game engine cross-platform yang dikembangkan oleh Unity Technologies yang mendukung grafis 2D maupun 3D. Unity 3D dapat mengimplementasikan teknologi Virtual Reality sederhana yang ditujukan pada platform android berupa game edukasi pengenalan bahasa Inggris dengan cara memanfaatkan Source Development Kit yang disediakan oleh Google bernama Google Cardboard SDK untuk membuat aplikasi virtual reality. Maka dari itu, penelitian ini bermaksud untuk mengembangkan sebuah game edukasi bahasa Inggris dengan memanfaatkan teknologi virtual reality yang diterapkan pada smartphone android menggunakan Unity 3D. Dari latar belakang tersebut dapat diambil masalah yaitu “Bagaimana mengembangkan game virtual reality berbasis android menggunakan Unity sebagai media penunjang pembelajaran bahasa Inggris?” Adapun tujuan dari penelitian yaitu menunjukkan kemampuan Unity 3D sebagai game engine untuk menerapkan teknologi virtual reality pada platform android. Pada akhir hasil pengujian aplikasi menggunakan metode black box, dapat disimpulkan bahwa aplikasi berjalan sesuai yang diharapkan oleh peneliti, mulai dari splash screen, menu awal, hingga 5 level permainan, beserta dengan elemen lain di dalam permainan. Sehingga dapat diambil kesimpulan bahwa teknologi virtual reality dapat diimplementasikan menjadi sebuah game edukasi pada platform android dengan menggunakan Unity 3D sebagai game engine-nya.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
20

Keil, Julian, Dennis Edler, Thomas Schmitt und Frank Dickmann. „Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines“. KN - Journal of Cartography and Geographic Information 71, Nr. 1 (08.01.2021): 53–65. http://dx.doi.org/10.1007/s42489-020-00069-6.

Der volle Inhalt der Quelle
Annotation:
AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
21

Kurniawan, Riqi, Hamidah Suryani Lukman und Novi Andri Nurcahyono. „D DESAIN INSTRUMEN TES KEMAMPUAN PEMECAHAN MASALAH MATEMATIS BERBASIS GAME UNITY“. RANGE: Jurnal Pendidikan Matematika 3, Nr. 1 (31.07.2021): 9–15. http://dx.doi.org/10.32938/jpm.v3i1.990.

Der volle Inhalt der Quelle
Annotation:
This study aims to find out the process of designing test instruments and produce instrument design test mathematical problem-solving ability based on game unity. The research method used is Research and Development by using the Addie model. ADDIE stage used is analyze and Design. The analysis is carried out by the stages of problem formulation, collecting data, evaluating data feasibility, analyzing and interpreting relevant data, and organizing and presenting results that are then obtained compared to current issues, while the design is done by making hypothetical designs, then developed into a display design using the software. The results obtained are the process of designing instrument test mathematical problem-solving ability based on game unity can be designed with the stages of searching for valid mathematical problem-solving ability test or create a problem that is then validated, flowchart creation, design, and application creation using game engine unity. Test instrument design is made using a unity game engine, problem presentation is made in the form of images and instructions, and filling answers using ideal problem-solving stages.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
22

Siarkowski, Krzysztof, Przemysław Sprawka und Małgorzata Plechawska-Wójcik. „Methods for optimizing the performance of Unity 3D game engine based on third-person perspective game“. Journal of Computer Sciences Institute 3 (30.03.2017): 46–53. http://dx.doi.org/10.35784/jcsi.592.

Der volle Inhalt der Quelle
Annotation:
Game optimization is one of the most important aspects of their creation. The article describes methods to optimize Unity Engine using third person perspective game as an example. Various methods that rely on offloading graphics card, by increasing the use of CPU and memory were used in order to check how the game performance changes.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
23

Cahya ardi wahana, Zakiey, Suryo Adi Wibowo und Abdul Wahid. „GAME ADVENTURE HORROR “LET’S ESCAPE” DENGAN UNITY ENGINE BERBASIS DESKTOP MENGGUNAKAN METODE FINITE STATE MACHINE“. JATI (Jurnal Mahasiswa Teknik Informatika) 4, Nr. 2 (20.12.2020): 306–14. http://dx.doi.org/10.36040/jati.v4i2.2709.

Der volle Inhalt der Quelle
Annotation:
Saat ini di tahun 2020 merupakan tahun yang sangat di batasi kegiatan di luar rumah di karenakan pandami COVID19 yang menyerang berbagai negara di dunia, kebanyakan orang melakukan pekerjaan, bermain di rumah yang membuat banyak orang merasa bosan dan banyak orang bermain game sebagai sarana penghilang rasa bosan tersebut. Banyak platform juga device untuk sarana bermain game dan yang sangat digemari adalah game online/offline di PC maupun di Smartphone. Yang menarik dalam game tersebut selalu ada NPC (Non Playable Character) yang membuat game semakin menantang dan menarik. Karena teknologi semakin maju sekarang banyak NPC pada game yang dapat meniru perilaku atau kebiasaan manusia. Dalam hal ini dibutuhkan kecerdasan buatan agar NPC dapat bergerak atau melakukan aksi seperti manusia. Dan FSM ( Finite State Machine) merupakan salah satu metode kecerdasan buatan dalam pembuatan aksi NPC pada game. Dalam perancangan game ini, penulis memakai beberpa aplikasi berupa Unity3D dengan bahasa pemrograman C#, CrazyTalk Animator, CorelDraw X7, dan PhotoShop CS6. Dalam pembuatan game ini menerapkan metode kecerdasan buatan Finite State Machine sebagai metode untuk menentukan aksi musuh kepada player saat jarak aksi tersebut telah terdeteksi. Hasil pengujian game Lets Escape yang telah dilakukan menunjukan bahwa fungsi yang terdapat pada game dari menu utama hingga level 1, level 2, dan level 3 dapat berhasil. Kontrol pada game berhasil berjalan dengan baik. Metode kecerdasan buatan Finite State Machine yang diaplikasikan kepada musuh juga boss, dapat mendeteksi posisi player dan menghasilkan output yang sesuai berupa menyerang saat bertemu dengan player juga mengejar pada jarak yang di tentukan. Cerita hantu yang ditampilkan 70% tersampaikan kepada pengguna. Dan karakter yang cukup menarik juga kontroler game yang mudah di mengerti
APA, Harvard, Vancouver, ISO und andere Zitierweisen
24

Foxman, Maxwell. „United We Stand: Platforms, Tools and Innovation With the Unity Game Engine“. Social Media + Society 5, Nr. 4 (Oktober 2019): 205630511988017. http://dx.doi.org/10.1177/2056305119880177.

Der volle Inhalt der Quelle
Annotation:
The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are “platform tools.” They enable amateurs and professionals to not only build content for platforms but also “lock-in” industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and products. The Unity engine’s history, features, and place in the game production pipeline makes it a paradigmatic “platform tool.” Findings from 90 interviews with VR enthusiasts show that Unity set the boundaries or “rules” for developers’ everyday activities and, despite enthusiasm about the medium’s potential, compelled them to create content which conformed to popular gaming genres and standards.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
25

Carbonell-Carrera, Carlos, Jose Luis Saorin und Dámari Melián Díaz. „User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching“. Land 10, Nr. 5 (06.05.2021): 492. http://dx.doi.org/10.3390/land10050492.

Der volle Inhalt der Quelle
Annotation:
Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer an immersive 3D geovisualization mode through Virtual Reality technology, which, in addition, can be motivating for the student. Game engines allow designing the scenarios where videogames take place, but game engines can also be used for geovisualization tasks in landscape design teaching environments. In this article, we present the landscape workshop, using a Unity 3D game engine. Twenty-five architect students performed landscape design tasks and worked with an interactive 3D geovisualization low-immersive desktop screen environment. The perception of the 3D environment during geovisualization was analyzed through the Questionnaire on User eXperience in Immersive Virtual Environments, and the motivational factor with the Intrinsic Motivation Inventory. Results showed a high perception of the 3D environment during geovisualization in the nine subcategories (sense of presence, engagement, immersion, flow, usability, emotion, judgment, experience consequence, and technology adoption) analyzed. The game engine-based teaching approach carried out has been motivating for students, with values over 5 (in a 1–7 Likert scale) in the five subscales considered.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
26

Cantrell, Walter Alan, Mikel D. Petty, Samantha L. Knight und Whitney K. Schueler. „Physics-based modeling of crowd evacuation in the Unity game engine“. International Journal of Modeling, Simulation, and Scientific Computing 09, Nr. 04 (August 2018): 1850029. http://dx.doi.org/10.1142/s1793962318500290.

Der volle Inhalt der Quelle
Annotation:
Crowds of people are often found in enclosed or constricted spaces. Evacuation in such situations is usually conducted calmly, but real or perceived danger may trigger panic. In panicked crowds, the interpersonal distance crowd members normally observe is often overwhelmed by the physical pressure of crowd members pushing against each other. That pressure can both slow evacuation and lead to injury or death. Models have been developed to study crowd evacuation in a range of situations. This paper describes the implementation, testing, and validation of a crowd evacuation model using Unity, a commercial computer game engine. A realistic physics-based model of crowd movement that calculates and considers the physical pressure crowd members exert on each other was implemented in Unity. The implemented model was tested under both nonpanicked and panicked scenarios; those tests exhibited known qualitative characteristics of such scenarios. The model was then quantitatively validated by comparing its results to the outcome of an actual evacuation event, the 2003 fire at The Station nightclub in Rhode Island. The implementation and validation show that Unity can be an effective tool for evacuation modeling.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
27

Marciniak, Jacek Bernard, und Hubert Janicki. „Using a game engine to visualize the Main Building of the Warsaw University of Technology in a mobile application“. Polish Cartographical Review 52, Nr. 2 (01.07.2020): 61–73. http://dx.doi.org/10.2478/pcr-2020-0006.

Der volle Inhalt der Quelle
Annotation:
AbstractThe aim of the study presented in this article is to identify and analyse the problems which arise when creating a 3D model based on two-dimensional data and its import into a game engine and then developing algorithms to automate this process. The authors decided that they would use the Unity game engine to create an application presenting the results of modelling the interior of the Main Building of the Warsaw University of Technology. The work was divided into stages in which problems related to the adopted method were identified and the automation of selected activities was suggested. The main tasks performed during the study included processing the source data into a 3D model along with the correction of errors made during this process, detailing the model by adding characteristic elements of the building’s interior, and creating the so-called game scene in the Unity game engine along with the implementation of the application’s behaviour. The developed software can be integrated with indoor navigation systems, and the implemented scripts can be used during the preparation of other models.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
28

Ahamed, Sagor, Anomita Das, Shahnawaz Md Tanjib und Ms Qamrun Nahar Eity. „Study of an Application Development Environment Based on Unity Game Engine“. International Journal of Computer Science and Information Technology 12, Nr. 1 (29.02.2020): 43–62. http://dx.doi.org/10.5121/ijcsit.2020.12103.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
29

Xu, Yongzhe, Eunju Kim, Kyunjoo Lee, Jaesug Ki und Byungsoo Lee. „FDS Simulation High Rise Building Model for Unity 3D Game Engine“. International Journal of Smart Home 7, Nr. 5 (30.09.2013): 263–74. http://dx.doi.org/10.14257/ijsh.2013.7.5.26.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
30

Winterhagen, Michael, Munir Salman, Matthias Then, Benjamin Wallenborn, Tobias Neuber, Dominic Heutelbeck, Michael Fuchs und Matthias Hemmje. „LTI-Connections Between Learning Management Systems and Gaming Platforms“. Journal of Information Technology Research 13, Nr. 4 (Oktober 2020): 47–62. http://dx.doi.org/10.4018/jitr.2020100104.

Der volle Inhalt der Quelle
Annotation:
E-learning standards like learning tools interoperability can support at realizing innovative learning scenarios in distributed architectures. A learning tools interoperability connection between a learning management system and a gaming platform offers possibilities like embedding a game into an online course and sending player-specific data back to the learning management system. This allows for a new and data-driven evaluation of students' individual learning performances, especially for alternative methods like qualifications-based learning. The learning tools interoperability-specified mechanisms can also be applied for implementing functionality to exchange students' competence profiles and traces within a knowledge-management eco-system portal that provides a toolkit for creating competence-based games that meet the requirements of qualifications-based learning as well as tools for creating game-specific analytics. As a first result, the authors made a prototypical implementation with a serious game prototype based on the unity game engine and unity analytics as analysis platform.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
31

SETIYO BUDI NUGROHO, AGUS, und Khairani Khairani. „Membangun Third Person Game 3D Dengan Unity Berlatar Budaya Lokal“. Jurnal ELTIKOM 1, Nr. 2 (09.01.2018): 71–83. http://dx.doi.org/10.31961/eltikom.v1i2.24.

Der volle Inhalt der Quelle
Annotation:
Game engine merupakan salah satu faktor yang berperan besar dalam perkembangan teknologi game 2D maupun 3D,baik PC maupun mobile, salah satunya adalah UNITY. Tahapan awal pembuatan game adalah pembuatan model karakter robot berbentuk bekantan dengan latar belakang arena Politeknik Negeri Banjarmasin. Untuk arena, digunakan software 3D Blender yang akan di gabung ke UNITY. Agar hidup, maka musuh akan dipasang sebuah AI (Artificial intelligence) yang akan otomatis menyerang pemain pada jarak tertentu. Coding Unity yang digunakan menggunakan script C# dengan editor Monodevelop. Game yang dibangun berjalan dengan cukup baik pada platform yang diinginkan yaitu PC (Personal Computer). Pada saat game dijalankan pemain akan melihat splash screen Unity dan dilanjutkan dengan tampilan menu utama. Pada menu utama terdapat pilihan Play, Setting, Help, dan Exit. Saat pemain menekan tombol “Play” maka game akan dimulai, menu “Setting” berfungsi untuk melakukan pengaturan dalam game, menu “ Help” berfungsi untuk memberikan informasi dalam menjalankan game, dan menu exit untuk keluar dari game. AI yang dibuat berfungsi dengan baik. AI akan menyerang mengejar dan menyerang pemain pada jarak tertentu, dan ketika pemain terkena serangan maka Health bar pemain akan berkurang. Sebaliknya, jika pemain berhasil menembak AI hingga health bar habis, pemain akan menang.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
32

Tazouti, Yassine, Siham Boulaknadel und Youssef Fakhri. „ImALeG: A Serious Game for Amazigh Language Learning“. International Journal of Emerging Technologies in Learning (iJET) 14, Nr. 18 (30.09.2019): 28. http://dx.doi.org/10.3991/ijet.v14i18.10854.

Der volle Inhalt der Quelle
Annotation:
At present, serious games are experiencing a growing popularity and popularity, with areas of application that extend not only to education, but also to other sec-tors such as the military, health and business sectors, among others. Since video games facilitate the learning of complex processes, their associated benefits have been reoriented principally to the educational, training and information processes. This paper presents of "ImALeG" project, a 3D serious game, whose objective is to develop and auto evaluate competencies of Amazigh language learning in a vir-tual environment. ImALeG is a serious language game designed for all age groups who want to learn Tifinaghe in an interactive way. The game leverages the use of virtual reality developed with Unity 3D game engine to implement immer-sive learning as well as a multi-agent system to ensure game interactivity.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
33

Kang, Sung-Yun, und Ki-Hong Park. „Design and Implementation of Basketball Game Content based on Unity Game Engine and Android Platform“. Journal of Digital Contents Society 21, Nr. 9 (30.09.2020): 1567–73. http://dx.doi.org/10.9728/dcs.2020.21.9.1567.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
34

Kaurie, Fazriyanor, Agung Purwanto und Minarni Minarni. „Pengembangan Teknologi Game Indonesia untuk Game 2D “HEROES OF INDONESIA” Menggunakan Unity 2D Engine Berbasis Mobile“. Jurnal Ilmu Komputer dan Bisnis 11, Nr. 2 (22.11.2020): 2483–94. http://dx.doi.org/10.47927/jikb.v11i2.12.

Der volle Inhalt der Quelle
Annotation:
Pengembangan Teknologi Game Indonesia Untuk Game 2D “Heroes Of Indonesia” Menggunakan Unity 2D Engine Berbasis Mobile merupakan game dengan genre Action-Adventure, yang berguna sebagai hiburan serta sarana edukasi pengenalan sejarah kemerdekaan Indonesia kepada para pemainnya yang dirancang untuk smartphone berbasis Android. Penelitian ini dilakukan dengan cara membandingkan game sejenis. Untuk metode perancangannya dimulai dari tahap Analisis Data, Desain Sistem, Pembuatan Program, Pengujian, Implementasi, dan Evaluasi. Simpulan dari skripsi ini adalah perpaduan antara rintangan dan edukasi berupa kuis dalam game “Heroes Of Indonesia” merupakan media yang efektif dan menarik untuk mengenalkan sejarah apa saja yang terjadi dalam tercapainya kemerdekaan Indonesia. Tanggapan dari responden juga terhibur dengan memainkan game “Heroes Of Indonesia”.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
35

Kaurie, Fazriyanor, Agung Purwanto und Minarni Minarni. „Pengembangan Teknologi Game Indonesia untuk Game 2D “Heroes of Indonesia” Menggunakan Unity 2D Engine Berbasis Mobile“. Jurnal Ilmu Komputer dan Bisnis 11, Nr. 2 (21.11.2020): 2483–94. http://dx.doi.org/10.47927/jikb.v11i2.233.

Der volle Inhalt der Quelle
Annotation:
Pengembangan Teknologi Game Indonesia Untuk Game 2D “Heroes Of Indonesia” Menggunakan Unity 2D Engine Berbasis Mobile merupakan game dengan genre Action-Adventure, yang berguna sebagai hiburan serta sarana edukasi pengenalan sejarah kemerdekaan Indonesia kepada para pemainnya yang dirancang untuk smartphone berbasis Android. Penelitian ini dilakukan dengan cara membandingkan game sejenis. Untuk metode perancangannya dimulai dari tahap Analisis Data, Desain Sistem, Pembuatan Program, Pengujian, Implementasi, dan Evaluasi. Simpulan dari skripsi ini adalah perpaduan antara rintangan dan edukasi berupa kuis dalam game “Heroes Of Indonesia” merupakan media yang efektif dan menarik untuk mengenalkan sejarah apa saja yang terjadi dalam tercapainya kemerdekaan Indonesia. Tanggapan dari responden juga terhibur dengan memainkan game “Heroes Of Indonesia”.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
36

Yegoshyna, G. A., S. M. Voronoy und A. A. Ovdieichuk. „LEARNING SYSTEM DESIGN FOR GAME APPLICATIONS“. Proceedings of the O.S. Popov ОNAT 1, Nr. 2 (31.12.2020): 82–91. http://dx.doi.org/10.33243/2518-7139-2020-1-2-82-91.

Der volle Inhalt der Quelle
Annotation:
The presented paper investigates the problem of designing a learning system for agents in intelligent game applications based on Unity Game Engine and reinforcement machine learning algorithms. Modern trends in the game applications development are characterized by the active using of the concept of an intelligent agent as a behavior model of an active element in various situations with applying various strategies for interactions with other active elements and the environment. In recent years, there have been a significant number of advances in this area, such as DeepMind and the Deep Q learning architecture, the winning of the Go Game Champion with AlphaGo, OpenAI and PPO. Unity developers have implemented a support for machine learning and, in particular, for deep reinforcement learning in order to create a deep reinforcement learning the SDK (Software Development Kit) for game and simulation developers. With Unity and ML-Agents toolkits we can create physically, visually, and cognitively rich environments, including ones for evaluating new algorithms and strategies. However, learning system design for agents in Unity ML-Agents is possible only by using the Python API. The possibility of a learning system design for agents in the Flappy Bird game application based on the Unity Game Engine with using its own environment is discussed in this paper. Separately, the paper highlights typical features of the Flappy Bird gaming application environment. The environment can be implemented as a fully observable environment or a partially observable environment. The fully observable environment is suggested to be used due to all environment states in this case are seen in the playfield. Thus, the problem of strategy formation is considered as a Markov decision-making process and the agent directly observes the current state of the environment. Temporal Difference Learning is used as a learning method; it involves the assessment of a reward at each stage. Two separate environments, deterministic and stochastic, have been implemented, that allows to conduct further research and evaluation of strategy formation algorithms.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
37

Capasso-Ballesteros, Italo Felipe, und Fernando De la Rosa-Rosero. „Semi-automatic construction of video game design prototypes with MaruGen“. Revista Facultad de Ingeniería Universidad de Antioquia, Nr. 99 (27.03.2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

Der volle Inhalt der Quelle
Annotation:
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
38

Xu, Yongzhe, Eunju Kim, Kyunjoo Lee, Jaesug Ki und Byungsoo Lee. „Using PhysX Simulation Fire Model of Backdraft in Unity 3D Game Engine“. International Journal of Multimedia and Ubiquitous Engineering 9, Nr. 6 (30.06.2014): 243–52. http://dx.doi.org/10.14257/ijmue.2014.9.6.24.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
39

Muttakin, Muhammad Yoga Adliyani, Suryo Adi Wibowo und Renaldi Primaswara P. „GAME TURN-BASED ROLE PLAYING GAME (TURN-BASED RPG) “GRAND LINE” DENGAN UNITY GAME ENGINE BERBASIS ANDROID MENGGUNAKAN METODE HIERARCHIAL DYNAMIC SCRIPTING“. JATI (Jurnal Mahasiswa Teknik Informatika) 4, Nr. 2 (20.12.2020): 254–61. http://dx.doi.org/10.36040/jati.v4i2.2705.

Der volle Inhalt der Quelle
Annotation:
Penelitian ini bertujuan untuk membuat sebuah game ber-genre turn-based rpg menggunakan unity game engine dan dapat dimainkan di smartphone dengan system operasi android. Pada game ini juga bertujuan untuk mengenalakan legenda yang ada di Indonesia. Metode Hierarchial Dynamic Scripting (HDS) merupakan metode pengembangan dari Dyanamic Scripting dengan mengadaptasi arsitektur Hierarchial Task Network untuk membentuk sebuah tree. Oleh karena itu, tahapan pada modul HDS memiliki kesamaan dengan tahapan dalam metode Dyanamic Scripting. Berdasarkan pengujian fungsional, kontrol pemain AI pada NPC dapat bekerja dengan baik dalam memproses kondisi yang diberikan oleh pemain didalam game. Tombol-tombol pada menu utama dapat berfungsi.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
40

David. „Perancangan Game Mobile Android Bergenre Horror“. CogITo Smart Journal 2, Nr. 2 (13.12.2016): 167. http://dx.doi.org/10.31154/cogito.v2i2.27.167-179.

Der volle Inhalt der Quelle
Annotation:
Game yang menjadi favorit dikalangan gamer adalah game bertipe FPS (First Person Shooter) dan bergenre horror. Penelitian ini merancang game bergenre horror dan bertipe FPS yang menjadi kombinasi yang sangat menarik untuk dikembangkan. Penulis akan mengembangkan game ini dengan menggunakan software Blender sebagai pembuatan terrain dalam game, bahasa pemrograman C# dan menggunakan Unity 3D 5.3 sebagai engine nya. Fitur dari game ini berupa misteri/teka-teki, petunjuk, dan jumpscare yaitu dimana pemain akan dikejutkan dengan suara, objek bergerak dan sebagainya. Metode perancangan perangkat lunak yang digunakan adalah Metode Pengembangan Multimedia Luther yang meliputi tahapan Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil penelitian berupa sebuah game berjudul The Dead Corridor dengan tampilan First Person Shooter 3D setting Horror. Penilaian tingkat kemudahan permainan dapat disimpulkan berdasarkan pendapat responden secara keseluruhan yaitu permainan ini sangat mudah dimainkan. Storyline pada game The Dead Corridor dinilai masih terlalu singkat, maka perlu untuk pengembangan Storyline selanjutnya dapat dibuat lebih rumit dan kompleks.Kata kunci—Mobile Game, Android, Genre Horror, First Person Shooter, Metode Luther
APA, Harvard, Vancouver, ISO und andere Zitierweisen
41

Firmansyah, Restu Ilham, Addin Aditya und Meivi Kartikasari. „GAME EDUKASI SISTEM TATA SURYA BAGI SISWA SEKOLAH DASAR BERBASIS VIRTUAL REALITY“. Jurnal Simantec 9, Nr. 2 (21.06.2021): 39–44. http://dx.doi.org/10.21107/simantec.v9i2.9912.

Der volle Inhalt der Quelle
Annotation:
Penelitian ini diawali dari pesatnya perkembangan teknologi disektor pendidikan. Salah satunya adalah teknologi Virtual reality (VR) yang bisa dimanfaatkan media pembelajaran sekolah dasar termasuk sistem tata surya. VR adalah teknologi yang dapat berinteraksi dengan suatu lingkungan yang disimulasikan oleh komputer. Dengan aplikasi ini siswa akan merasakan pengalaman berada di luar angkasa dan menjelajah ke setiap objek yang ada di dalamnya. Pada penelitian ini menggunakan game engine unity untuk aplikasi berbasis Android dan SDK agar aplikasi dapat digunakan Virtual reality. Metode penelitian yang digunakan dalam laporan ini terbagi dari beberapa tahap yaitu tahap pengumpulan data, tahap perancangan game, tahap pembuatan game, tahap uji coba serta tahap penerapan dan perbaikan. Proses pembuatan game ini menggunakan Unity 3D, blender serta software corel draw untuk pembuatan interface. Dengan ini dapat disimpulkan bahwa telah berhasil dibuat game Edukasi Sistem Tata Surya Berbasis Android Virtual reality.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
42

Prastikasari, Sely, Amak Yunus und Danang Aditya Nugraha. „IMPLEMENTASI FUZZY LOGIC PADA PERILAKU NPC (NON PLAYER CHARACTER) DALAM TINGKAT KEPUASAN PELAYANAN PADA GAME MLIJO 2D BERBASIS MOBILE“. RAINSTEK : Jurnal Terapan Sains & Teknologi 1, Nr. 3 (30.09.2019): 43–52. http://dx.doi.org/10.21067/jtst.v1i3.3012.

Der volle Inhalt der Quelle
Annotation:
NPC (Non Player Character) merupakan karakter otonom yang sudah ditentukan rule/aturan pergerakannya oleh komputer pada sebuah game. Dalam game bertema pelayanan, NPC berperan penting pada kualitas game dan daya tarik game tersebut. Dalam Game bernama “ Mlijo”, NPC berperan sebagai konsumen dimana dibutuhkan beberapa perilaku NPC dan penerapan artificial intelligence (AI) dalam game tersebut. Penerapan fuzzy mamdani pada game Mlijo ini terdapat pada perilaku dalam kepuasan pelayanan NPC berupa mimik wajah. Hasil yang diperoleh berupa nilai dari beberapa mimik wajah NPC yaitu puas, biasa dan kecewa yang berhubungan dengan waktu NPC, kualitas barang dan harga yang ditawarkan dengan menggunakan bahasa #C pada game engine unity 2D.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
43

Dibrayogasta, Nandaka, Suryo Adi Wibowo und Renaldi Prameswara P. „GAME ACTION TURNBASE HORROR “SECURITY MAKAM BELANADA” DENGAN UNITY ENGINE BERBASIS ANDROID MENGGUNAKAN METODE A*“. JATI (Jurnal Mahasiswa Teknik Informatika) 4, Nr. 2 (20.12.2020): 262–68. http://dx.doi.org/10.36040/jati.v4i2.2726.

Der volle Inhalt der Quelle
Annotation:
Penelitian ini bertujuan untuk membuat game Action Turbase Horror Strategi bebrbasis android. Metode yang di gunanakan dalam permainan ini adalah A* . dimana, metode A* dipakai dalam AI(Artificial Intelegency) untuk musuh-musuh di dalam permainan ini. Pada game ini juga bertujuan untuk mengenalkan upacara pemakaman unik, yangada di tiga daerah yaitu Bali, Kalimantan, dan Papua. A* adalah sebuah metode pencarian jalan terdekat dari posisi awal ke posisi tujuan. Maka dari itu , Metode A* ini sangat cocok untuk di kembangkan dalam permainan ”SECURITY MAKAM BELANDA” , dimana A* di gunakan pada Ai musush sehingga mereka bisa mendekati pemain dengan jarak terpendek. Hasil dari penelitian ini adalah sebuah game(permainan) strategi yang dapat menghibur sekaligus mengasah otak yang dapat di nikmati oleh anak-anak dan orang dewasa. Ditambah lagi permainan ini mempunyai sedikit unsur edukasi dimana para pemain dapat mempelajari sedikit tentang upacar-upacara pemakaman yang ada di indonesia.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
44

Buyuksalih, G., S. Bayburt, A. P. Baskaraca, H. Karim und A. Abdul Rahman. „CALCULATING SOLAR ENERGY POTENTIAL OF BUILDINGS AND VISUALIZATION WITHIN UNITY 3D GAME ENGINE“. ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W5 (05.10.2017): 39–44. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w5-39-2017.

Der volle Inhalt der Quelle
Annotation:
Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
45

Buyuksalih, I., S. Bayburt, G. Buyuksalih, A. P. Baskaraca, H. Karim und A. A. Rahman. „3D MODELLING AND VISUALIZATION BASED ON THE UNITY GAME ENGINE – ADVANTAGES AND CHALLENGES“. ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-4/W4 (13.11.2017): 161–66. http://dx.doi.org/10.5194/isprs-annals-iv-4-w4-161-2017.

Der volle Inhalt der Quelle
Annotation:
3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
46

Budhayanti, Clara Ika Sari, und Julius Bata. „PENGEMBANGAN GAME EDUKASI UNTUK MATERI BANGUN DATAR MENGGUNAKAN LINTASAN BELAJAR GEOMETRI“. Jurnal Muara Ilmu Sosial, Humaniora, dan Seni 5, Nr. 1 (30.04.2021): 154. http://dx.doi.org/10.24912/jmishumsen.v5i1.9477.2021.

Der volle Inhalt der Quelle
Annotation:
Mathematics is an essential subject for students to master from the start. However, most students have difficulty learning mathematics and reduce interest in learning. This is one of the causes of low math test results. Therefore, a learning method or media was needed that can attract students' interest in learning. One of the learning media that can attract students' interest in educational games. This study aims to develop educational games that can be needed as a medium for learning mathematics, primarily material about geometry. The research method used in this research is development research. The geometry learning path is used as the basis for game design. The trial was conducted with a small group involving teachers and students. The game was developed using the Unity 3D game engine with a digital storytelling model in the geometry learning pathway in elementary schools. The results of the development show that the educational game with the name "GEMBIRA" can help improve the ability to learn flat shapes. This game can also help the learning process of students who experience learning trajectories based on Piaget and Van Hiele's learning trajectories. The game "GEMBIRA" can also attract students' attention to complete all the games, so that students can gain complete knowledge and understanding of the concept of flat shapes. Teachers are advised to use the game "GEMBIRA" in the learning process, especially learning material for flat shapes. It is suggested for learning media developers, especially educational game developers, to develop educational games by referring to the learning trajectory that students must pass so that the games developed can complement the learning process at school. Matematika merupakan mata pelajaran yang penting untuk dikuasai oleh siswa sejak awal. Namun, sebagian besar siswa mengalami kesulitan belajar matematika dan mengurangi minat belajar. Hal ini menjadi salah satu penyebab hasil tes matematika cenderung rendah. Oleh karena itu, dibutuhkan cara atau media pembelajaran yang dapat menarik minat belajar dari siswa. Salah satu media pembelajaran yang dapat menarik minat siswa adalah game edukasi. Penelitian ini bertujuan untuk mengembangkan game edukasi yang dapat digunakan sebagai media pembelajaran matematika khususnya materi tentang geometri. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan. Lintasan belajar geometri digunakan sebagai dasar untuk merancang game. Uji coba dilakukan dengan small group yang melibatkan guru dan siswa. Game dikembangkan dengan menggunakan game engine Unity 3D dengan model digital storytelling dalam lintasan belajar geometri di sekolah dasar. Hasil pengembangan menunjukkan bahwa game edukasi dengan nama “GEMBIRA” dapat membantu meningkatkan efektivitas pembelajaran bangun datar. Game ini juga dapat membantu proses belajar siswa yang mengalami lompatan tahapan pembelajaran berdasarkan lintasan belajar Piaget dan Van Hiele. Selain itu, game “GEMBIRA” juga dapat menarik perhatian siswa untuk menyelesaikan seluruh game, sehingga siswa dapat memperoleh pengetahuan dan pemahaman yang utuh mengenai konsep bangun datar. Guru disarankan untuk menggunakan game “GEMBIRA” dalam proses pembelajaran, khususnya pembelajaran materi bangun datar. Selain itu juga disarankan bagi para pengembang media pembelajaran khususnya pengembang game edukasi, untuk mengembangkan game-game edukasi dengan mengacu pada lintasan belajar yang harus dilalui siswa sehingga game yang dikembangkan dapat melengkapi kekurangan proses pembelajaran di sekolah.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
47

Badri, Fawaidul, und Muhammad Farih Al Habib. „IMPLEMENTASI ALGORITMA A* (A Star) PADA NPC (NON-PLAYABLE CHARACTER) GAME PACMAN MENGGUNAKAN GAME ENGINE UNITY 5 BERBASIS ANDROID“. Teknika: Engineering and Sains Journal 4, Nr. 2 (30.12.2020): 49. http://dx.doi.org/10.51804/tesj.v4i2.295.49-56.

Der volle Inhalt der Quelle
Annotation:
Memainkan game merupakan salah satu cara membuang stress pikiran pada saat tertentu ketika seseorang membutuhkan. Smartphone merupakan perangkat modern yang memiliki banyak developer aplikasi, salah satunya adalah developer game. Sebelum munculnya smartphone, terlebih dahulu muncul game-centre yang banyak diminati oleh masyarakat, mulai dari muda hingga tua, dan bahkan kaum hawa pun ikut tertarik. Pacman merupakan salah satu nama game terkenal pada tahun 1980-an, yang saat ini juga dikembangkan ke platform android. Dalam penelitian ini dilakukan implementasi algoritma A* kepada NPC Ghost yang akan mengejar dan memburu pacman dalam labirin hingga nyawa pacman habis dan game over. Dilakukannya implementasi algoritma A* adalah agar ghost dapat menemukan jalur tercepat ke pacman agar permainan terasa lebih intense.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
48

Tomecki, Michał. „Comparison of methods and tools for generating levels of details of 3D models for popular game engines“. Journal of Computer Sciences Institute 17 (30.12.2020): 412–16. http://dx.doi.org/10.35784/jcsi.2282.

Der volle Inhalt der Quelle
Annotation:
Computer games have come a long way since their inception using increasingly advanced graphics. With so many models present on the screen at the same time, simplified models are needed that will be replaced when they are further away from the camera in the game. The aim of the study was to compare the tool for automatic generation of model detail levels in Unity and Unreal Engine. The article presents the results of the equipment load test and the time needed for generation, as well as a survey checking the opinion of people.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
49

Boozayaangool, Tanat. „The Design of Interplay Between Virtual Reality and Augmented Reality: A Case Study and Post Mortem of VRsus guARdian“. Frameless 1, Nr. 1 (15.12.2019): 26–28. http://dx.doi.org/10.14448/frameless.01.008.

Der volle Inhalt der Quelle
Annotation:
VRsus guARdian is the result of an amalgamation of two different gameplay mediums that challenged the gap separating different mixed reality platforms, namely virtual reality (VR) and augmented reality (AR). The game utilized each medium’s approach towards immersion as a design principle in building a natural, asymmetric play for both players. The game also constructed a compelling fantasy atop each medium’s unique interactive capability to build a dynamic narrative. Lastly, the cross-platform nature of VRsus guARdian caused the game to be highly dependent upon Unity, a game engine with highly accessible, platform-agnostic development capabilities.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
50

Roniek, Joshua. „PERANCANGAN GAME BERJENIS THIRD PERSON DENGAN TEMA PEMADAM KEBAKARAN PLATFORM ANDROID“. Narada : Jurnal Desain dan Seni 6, Nr. 3 (19.12.2019): 467. http://dx.doi.org/10.22441/narada.2019.v6.i3.009.

Der volle Inhalt der Quelle
Annotation:
Game is one of the entertainment because it can reduce the level of fatigue of daily work routines. This game is also able to increase one's intelligence when playing. The purpose of this research is to design a game application that is used as a medium of entertainment and also a fire extinguisher simulation for people in need.In this study using the interview method and see the simulation that was carried out during fire fighting training organized by PT Gajah Tunggal TBK. The making of this game application uses the Unity 4 series game engine supported by the Asset store unity package which makes it easy to make this game a Blackbox and Whitebox method in testing so that all scripts can run as they should so that no errors occur when the application is run.This research resulted in the application of the Third Person Type Game with a Fire Extinguisher Theme, which has difficulties at each level that have been set according to circumstances that are almost similar to the actual events so that users become challenged in playing the third-person game-themed extinguisher.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Wir bieten Rabatte auf alle Premium-Pläne für Autoren, deren Werke in thematische Literatursammlungen aufgenommen wurden. Kontaktieren Sie uns, um einen einzigartigen Promo-Code zu erhalten!

Zur Bibliographie