3D Simulátor šermu s mečem založený na fyzice
Thesis title in Czech: | 3D Simulátor šermu s mečem založený na fyzice |
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Thesis title in English: | 3D Physics driven swordfighting simulator |
Key words: | šerm|herní fyzika|počítačová hra|herní engine Unity |
English key words: | swordfighting|game physics|computer game|Unity engine |
Academic year of topic announcement: | 2022/2023 |
Thesis type: | Bachelor's thesis |
Thesis language: | čeština |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Vojtěch Černý |
Author: | Bc. Jakub Hroník - assigned and confirmed by the Study Dept. |
Date of registration: | 19.01.2023 |
Date of assignment: | 26.01.2023 |
Confirmed by Study dept. on: | 19.05.2023 |
Date and time of defence: | 29.06.2023 09:00 |
Date of electronic submission: | 11.05.2023 |
Date of submission of printed version: | 11.05.2023 |
Date of proceeded defence: | 29.06.2023 |
Opponents: | Mgr. Pavel Ježek, Ph.D. |
Guidelines |
The goal of the thesis is to implement a real-time sword-fighting videogame.
Emphasis is on allowing as free control over the sword's position as possible while integrating it with the physics subsystem of a game engine - leading to emergent gameplay. The game will be played by keyboard and mouse, one of the challenges of this project is mapping these inputs into relatively free sword movement. The player will be able to both attack and block with his sword. The game will include AI oponents to test the swordfighting mechanic. |
References |
Zhao P., van der Panne M., 2005. User Interfaces for Interactive Control of Physics-based 3D Characters
Kajala N., 2022. Designing a Combat System for 3D Video Game Stenlund P., 2019. Simulating Realistic Ragdoll Behaviour In Physical Situations (bachelor thesis) Harper T.L., 2010. The Art of War: Fighting Games, Performativity, and Social Game Play |
Preliminary scope of work |
Boj nablízko s chladnou zbraní najdeme v mnoha videohrách, zřídka se však pokouší o realistickou simulaci, jež by hráči dala svobodu blížící se té, již manipulace s chladnou zbraní umožňuje v reálném světě. Velkou výzvou je návrh schématu ovládání pro klasické počítačové periferie. Ještě méně prozkoumanou oblastí je pak zapojení zbraně do fyzikální simulace herního světa.
Práce implementuje simulátor šermu s jedenapůlručním mečem v enginu Unity, v němž figuruje meč jako plně fyzikálně simulovaný objekt. Rovněž předkládá schéma ovládání pro klávesnici a myš umožňující hráči jemnou kontrolu nad pohybem zbraně. Pro testování hratelnosti implementuje jednoduchého AI protivníka. Implementace je vytvořena s použitím dobrých programátorských praktik a může komukoliv posloužit jako základ pro akční hru s pokročilým bojovým systémem. |
Preliminary scope of work in English |
Combat with a cold weapon can be seen in many video games, but rarely does it attempt a realistic simulation that would provide the player with freedom nearing what cold weapon manipulation allows in the real world. Big challenge is designing a control scheme for classic computer peripherals. An even less explored area is the integration of the weapon into the physics simulation of the game world.
This work implements a longsword fencing simulator in the Unity game engine, featuring the sword as a fully physically simulated object. It also presents a control scheme for keyboard and mouse providing the player with fine control over the movement of the weapon. It also implements a simple AI enemy for testing purposes. The implementation is created using good programming practices and can be used as a basis for an action game with an advanced combat system. |