„Wizualizacja Muzyki W Środowisku

Total Page:16

File Type:pdf, Size:1020Kb

„Wizualizacja Muzyki W Środowisku Wydział Informatyki i Zarządzania kierunek studiów: Informatyka specjalność: Internet i technologie mobilne Praca dyplomowa - magisterska Wizualizacja muzyki w środowisku 3D Bartosz Tadeusz Grzyb słowa kluczowe: Wizualizacja muzyki Grafika 3D Technologie webowe Praca na temat analizy porównawczej technologii do tworzenia aplikacja do wizualizacji muzyki w środowisku 3D. Stworzenie prototypu aplikacji i przeprowadzenie badań wydajnościowych prototypu w danych środowiskach testowych. opiekun pracy Dr inż. Marek Kopel . ....................... ....................... dyplomowej Tytuł/stopień naukowy/imię i nazwisko ocena podpis Do celów archiwalnych pracę dyplomową zakwalifikowano do:* a) kategorii A (akta wieczyste) b) kategorii BE 50 (po 50 latach podlegające ekspertyzie) * niepotrzebne skreślić pieczątka wydziałowa Wrocław 2016 1. Spis treści Streszczenie ................................................................................................................................ 3 Wstęp .......................................................................................................................................... 4 1. Rozdział 1 Teoria ................................................................................................................ 5 1.1 Podstawowe pojęcia .................................................................................................... 5 1.1.1 Wizualizacja muzyki – definicja .......................................................................... 5 1.1.2 Czym jest grafika 3D? .......................................................................................... 5 1.2 Technologie ................................................................................................................. 6 1.2.1 WebGL ................................................................................................................. 6 1.2.2 JavaScript ............................................................................................................. 7 1.2.3 HTML5 ............................................................................................................... 11 1.2.4 Flash ................................................................................................................... 13 1.3 Przeglądarki ............................................................................................................... 15 1.3.1 Google Chrome .................................................................................................. 15 1.3.2 Mozilla FireFox .................................................................................................. 16 1.3.3 Opera Browser .................................................................................................... 17 1.3.4 Internet Explorer ................................................................................................ 18 1.4 Aplikacje .................................................................................................................... 21 1.5 Wnioski z części teoretycznej .................................................................................... 36 2. Rozdział 2 Badania ........................................................................................................... 39 2.1. Badania aplikacji ....................................................................................................... 39 2.1.1. Jednostki testujące .............................................................................................. 39 2.1.2. Kryteria oceniania .............................................................................................. 39 2.1.3. Badania ............................................................................................................... 42 2.2. Własna wizualizacja .................................................................................................. 51 2.2.1. Zadanie ............................................................................................................... 51 2.2.2. Opis wizualizacji i kod źródłowy ....................................................................... 51 2.2.3. Ocena wizualizacji i badania .............................................................................. 54 3. Rozdział 3 Analiza Badań ................................................................................................. 56 3.1. Oceny aplikacji .......................................................................................................... 56 3.1.1. Oceny końcowe .................................................................................................. 59 3.2. Analiza wydajności .................................................................................................... 60 3.2.1. Analiza badań jednostki stacjonarnej ................................................................. 61 3.2.2 Analiza porównawcza wyników badań jednostki stacjonarnej i laptopa ........... 64 3.2.3 Analiza badań urządzenia mobilnego................................................................. 68 1 4. Rozdział 4 Wnioski ........................................................................................................... 72 4.1. Część badawcza ......................................................................................................... 72 5. Podsumowanie .................................................................................................................. 74 6. Bibliografia ....................................................................................................................... 76 Załączniki ................................................................................................................................. 77 Kod źródłowy prototypu ............................................................................................... 77 2 Streszczenie Celem niniejszej pracy jest stworzenie analizy porównawczej narzędzi bądź technologii do tworzenia wizualizacji muzycznych w środowisku trójwymiarowym na przeglądarki internetowe. Pierwszą rzeczą wymaganą do poznania tematu tej pracy jest wstęp teoretyczny, który zawiera podstawowe informacje o wybranych technologiach – główne aspekty, krótka historia i omówienie poszczególnych bibliotek. Następnie przedstawiono wybrane aplikacje. Są to aplikacje wykorzystane do przeprowadzenia odpowiednich badań i zostały one wybrane przez autora tak aby jak najlepiej pokazać różne wizualizacje a jednocześnie aby można je było porównać. Ostatnim punktem części teoretycznej są wnioski. Tematem jest analiza porównawcza, także rozsądnym krokiem było przedstawienie wniosków na podstawie informacji teoretycznych. Pozwoli to porównać teorie z praktyką – którą uzyskano po przeprowadzeniu badań i ich analizie. Właśnie badania są następne w kolejności. Przetestowano wybrane aplikacje na różnych przeglądarkach internetowych i platformach: jednostce stacjonarnej o dużej mocny obliczeniowej, jednostce przenośnej o standardowej specyfikacji i na jednostce mobilnej tj. telefonie komórkowej. Zabieg ten pozwoli na pokazanie różnicy która technologia jest lepsza na danej platformie. Następnie autor stworzył prototyp własnej wizualizacji w wybranej technologii. Aplikacje jak i prototyp poddano badaniom po czym zastosowano specjalne kryteria oceniania które pozwoliły na ich porównywanie. Następnie na podstawie badań przeprowadzono analizę wydajności aplikacji dla wybranych kryteriów i przedstawiono ją w formie opisanych wykresów. Kolejnym rozdziałem są wnioski z części badawczej które ukazują również różnice między tym jak powinno być w teorii, a co ukazały badania. Ostatnim punktem jest podsumowanie które recenzuje całą pracę jak również przedstawiono możliwe ścieżki rozwoju tej pracy – które są całkiem rozległe. Podsumowując cel pracy został osiągnięty, przedstawiono analizę porównawczą technologii obecnych na rynku i ukazano dla kogo dana technologia jest najbardziej przydatna. The purpose of this work is to develop a comparative analysis of tools and technologies to create 3D music visualizations in web browsers environment. The first thing required to get to know about the topic of this work is a theoretical introduction, which contains basic information about specific technologies – their main aspects, brief history and an overview of different libraries. Then are presented selected applications. Those applications are used to carry out the relevant tests and have been selected by the author so as to best show various visualizations and at the same time they can be compared. The last point of theoretical part are the conclusions. Subject is comparative analysis, so reasonable step was to present conclusions from theoretical part. This will allow to compare theory with practice – which is obtained after testing and analyzing. So the next step is testing. Selected applications was tested on different browsers and platforms: stationary unit with large computing power, portable unit with standard specification and on mobile unit – Smartphone. That procedure shown difference which technology is better suit on given platform. Then author has created a prototype of visualization based on selected technologies. Applications and prototype were testes and then a special grading criteria was used which allowed to compare them. Next, based on test was created a performance analysis of those applications and presented in from of described graphs. Subsequent chapter are conclusions of the research part and they show the difference
Recommended publications
  • Simulationsprogramm Zur Visualisierung Der Vorgänge in Einem Computer
    Simulationsprogramm zur Visualisierung der Vorgänge in einem Computer Masterarbeit zur Erlangung des Master of Advanced Studies ZFH in Informatik vorgelegt von Christian Kaegi geboren am 05.01.1969 von Bauma, Kanton Zürich eingereicht Dipl. Ing. Walter Eich Stetten, 28.8.2015 ZHAW - Masterarbeit - Christian Kaegi - 28.8.2015 - v2.0.3 Inhaltsverzeichnis 1. Zusammenfassung 9 2. Einleitung 11 2.1 Ausgangslage 11 2.2 Motivation 12 2.3 Fragestellungen 12 2.4 Abgrenzung 12 2.5 Zielsetzung 12 3. Von der abstrakten Theorie zur erleb- und fassbaren Simulation 13 3.1 Problemanalyse 13 3.1.1 Definition der Zielgruppe 13 3.1.2 Personas 14 3.1.3 Beispiele von existierenden Lösungen und Lösungsansätzen 15 3.1.3.1 Little Man Computer 15 3.1.3.2 Der Bonsai-Modellrechner 16 3.1.3.3 Der Murmelrechner 17 3.1.3.4 Paper Processor 18 3.1.3.5 WDR-1-Bit-Computer 19 3.1.3.6 Ein 8-Bit Computer Marke Eigenbau 19 3.1.3.7 Ein einfacher 4-Bit Computer für den Klassenraum 20 3.1.3.8 Visuelle Simulation einer 6502 CPU auf Transistorebene 21 3.1.3.9 Simulationen mit Logisim 22 3.1.3.10 Weitere Simulationsprogramme 22 3.1.4 Fazit 23 3.2 Lösungsansatz 24 3.3 Die Komponenten 25 3.3.1 Befehls-, Daten- und Adressbus 26 3.3.2 Logikgatter 26 3.3.3 Speicher 27 3.3.4 Auswahlschaltungen 30 3.3.5 Arithmetik 32 3.3.6 Taktgeber 36 3.4 Simulation in Logisim bauen 36 3.4.1 Befehlssatz 38 3.4.1.1 Erläuterung der Befehle 40 3.4.1.2 Zeichencode 41 3.5 Anforderungen an das Simulationsprogramm 43 3.6 Technologie-Evaluation 44 3.6.1 Zielplattform 44 3.6.2 Java 44 3.6.3 Actionscript 44 3.6.4
    [Show full text]
  • Thoughts on Flash
    Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when they were in their proverbial garage. Apple was their first big customer, adopting their Postscript language for our new Laserwriter printer. Apple invested in Adobe and owned around 20% of the company for many years. The two companies worked closely together to pioneer desktop publishing and there were many good times. Since that golden era, the companies have grown apart. Apple went through its near death experience, and Adobe was drawn to the corporate market with their Acrobat products. Today the two companies still work together to serve their joint creative customers – Mac users buy around half of Adobe’s Creative Suite products – but beyond that there are few joint interests. I wanted to jot down some of our thoughts on Adobe’s Flash products so that customers and critics may better understand why we do not allow Flash on iPhones, iPods and iPads. Adobe has characterized our decision as being primarily business driven – they say we want to protect our App Store – but in reality it is based on technology issues. Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true. Let me explain. First, there’s “Open”. Adobe’s Flash products are 100% proprietary. They are only available from Adobe, and Adobe has sole authority as to their future enhancement, pricing, etc. While Adobe’s Flash products are widely available, this does not mean they are open, since they are controlled entirely by Adobe and available only from Adobe.
    [Show full text]
  • Juegos Avanzados En La Nube
    INSTITUTO POLITÉCNICO NACIONAL ESCUELA SUPERIOR DE INGENIERA MECANICA Y ELECTRICA UNIDAD CULHUACÁN JUEGOS AVANZADOS EN LA NUBE EVOLUCIÓN DE LAS TELECOMUNICACIONES TESIS QUE PARA OBTENER EL TÍTULO DE INGENIERO EN COMPUTACIÓN PRESENTA: VENANCIO COLÓN ROBERTO ASESORES: DR. GABRIEL SANCHEZ PEREZ DR. GUALBERTO AGUILAR TORRES México, D.F. FEBRERO 2014 INSTITUTO POLITÉCNICO NACIONAL ESCUELA SUPERIOR DE INGENIERÍA MECÁNICA Y ELÉCTRICA UNIDAD CULHUACAN TESIS INDIVIDUAL Que como prueba escrita de su Examen Profesional para obtener el Título de Ingeniero en Computación, deberá desarrollar el C.: ROBERTO VENANCIO COLON “JUEGOS AVANZADOS EN LA NUBE, EVOLUCION DE LAS TELECOMUNICACIONES” La sociedad conectada, es como hoy en día se interactúa con otras personas a través del mundo, a través de muy variadas aplicaciones que demandan mejor calidad de servicio, portabilidad y accesibilidad en donde sea y como sea, en donde la experiencia del usuario requiere que no importando el dispositivo, se tenga el mismo despliegue de datos, video, voz; algo que en conjunto se puede ejemplificar en el entretenimiento, con los juegos, los cuales representan el mayor consumo de datos y requerimientos de sistema, el reto de las telecomunicaciones y de la computación en general hoy en día. En esta tesis se explican las nuevas tecnologías, tendencias en el consumo de datos, la calidad de servicios y evolución de diversos dispositivos para mantener una sociedad conectada, y permitir que la experiencia del usuario sea cada vez mayor y mejor, ejemplificando el uso de los juegos, su impacto mediático en la sociedad, con el ambiente, las nuevas posibilidades que abren a través del cómo de su desarrollo, integración y expectativas a mediano plazo.
    [Show full text]
  • Talk Nerdy to Me January 2021 Microsoft Says Solarwinds Hackers Accessed Some of Its Source Code
    1 Talk Nerdy To Me January 2021 Microsoft Says SolarWinds Hackers Accessed Some of Its Source Code Microsoft revealed that the threat actors behind the SolarWinds supply chain attack were able to gain access to a small number of internal accounts and escalate access inside its internal network. The “very sophisticated nation-state actor” used the unauthorized access to view, but not modify, the source code present in its repositories, the company said. “We detected unusual activity with a small number of internal accounts and upon review, we discovered one account had been used to view source code in a number of source code repositories,” the Windows maker disclosed in an update. “The account did not have permissions to modify any code or engineering systems and our investigation further confirmed no changes were made. These accounts were investigated and remediated.” The development is the latest in the far-reaching espionage saga that came to light earlier in December following revelations by cybersecurity firm FireEye that attackers had compromised its systems via a trojanized SolarWinds update to steal its Red Team penetration testing tools. During the course of the probe into the hack, Microsoft had previously admitted to detecting malicious SolarWinds binaries in its own environment but denied its systems were used to target others or that attackers had access to production services or customer data. Several other companies, including Cisco, VMware, Intel, NVIDIA, and a number of other US government agencies, have since discovered markers of the Sunburst (or Solorigate) malware on their networks, planted via tainted Orion updates. The Redmond-based company said its investigation is still ongoing but downplayed the incident, adding “viewing source code isn’t tied to elevation of risk” and that it had found evidence of attempted activities that were neutralized by its protections.
    [Show full text]
  • Mixamo Animated 3D Avatars Go Social
    Adobe Gaming Success Story Mixamo Animated 3D avatars go social Game developers use Adobe® Flash® Professional and Stage3D APIs to launch animated 3D game on Renren, China’s leading Mixamo social network San Francisco, California www.mixamo.com Bending reality into three dimensions on a two-dimensional surface has transcended Results gaming consoles, saturated desktops and websites, and landed squarely in the land • Reached millions of users on China’s of social media. Now, social media enthusiasts with a penchant for games and a biggest social networking site love of motion graphics can customize and animate their own 3D avatars that play • Enabled 3D gamers to customize and animate avatars in minutes nicely with others on massive social media sites. • Reduced development time by 35% • Created unique workflow by A mass-market 3D social game was built by the game developers at Mixamo, providers of an online seamlessly integrating multiple animation service that allows users to automatically create and apply animations to characters in frameworks minutes. This project took the form of a browser-based, 3D animated game deployed on Renren, one of the biggest social network sites in China. The team at Mixamo took on this ambitious project—leveraging Adobe Flash Professional software and the advanced rendering capabilities that Stage3D APIs brings to Adobe Flash Player 11—and set out to create a unique holiday promotion for a major beverage brand. “Adobe Flash Professional, Adobe Flash Player 11, and Stage3D are without a doubt a great combination of solutions for creating browser-based games that can reach the widest possible audience without the need for a plug-in installer,” says Stefano Corazza, CEO and co-founder at Mixamo.
    [Show full text]
  • James Overton V Software Systems Engineer, Sensei, Inventrepreneur San Diego, CA | [email protected] | Senseijames.Com | [email protected] | (858) 568-3605
    James Overton V Software Systems Engineer, Sensei, Inventrepreneur San Diego, CA | [email protected] | senseijames.com | [email protected] | (858) 568-3605 Software craftsman; tech guru; interface designer; overachiever; asset in any work environment. I love working with those who share my vision and passion. AT A GLANCE: Software Engineering – Gaming, Application & Web Development: agile methods, Kaizen, and building scalable, robust systems Languages JavaScript / ES10 | TypeScript | HTML5 / CSS3 | ActionScript 3.0 | C / C++ Java | PHP | MXML | XML | UML Runtimes native, browser, Cordova, Flash platform (browser, AIR for desktop & mobile), Scaleform GFx player, JRE, Apache (WAMP/LAMP stacks), Tomcat Tools & Development IntelliJ, Eclipse IDE, Flash Authoring Environment, Flash Environments Builder, FlashDevelop, Sothink (SWF decompiler), Android Studio, DDMS, command line/terminal emulators, GCC, GDB, make, text editors (x/emacs/vi), Charles, version control (git, SVN, CVS, perforce) Frameworks & Angular (10), AngularJS, Ionic, Node.js, Vue, Flex SDK Libraries 4.8, AIR SDK 3.2, Starling, Nape, Android SDK, J2SE/EE, Java Server Pages, STL, Zend Framework, Jasmine Web Design – integrating function with design and appeal with clarity of vision in building interactive, standards compliant, cross-browser compatible web sites Languages HTML | CSS | JavaScript | ActionScript 3.0 | XML | JSON Tools Browser, Flash, DreamWeaver, Photoshop, Fireworks, FileZilla, text editor Sample work americaspharmacy.com | hohm.life/book | babysenses.me |
    [Show full text]
  • Distributed Tuning of Boundary Resources: the Case of Apple's Ios Service System
    Ben Eaton, Silvia Elaluf-Calderwood, Carsten Sørensen and Youngjin Yoo Distributed tuning of boundary resources: the case of Apple's iOS service system Article (Published version) (Refereed) Original citation: Eaton, Ben, Elaluf-Calderwood, Silvia, Sorensen, Carsten and Yoo, Youngjin (2015) Distributed tuning of boundary resources: the case of Apple's iOS service system. MIS Quarterly, 39 (1). pp. 217-243. ISSN 0276-7783 Reuse of this item is permitted through licensing under the Creative Commons: © 2015 The Authors CC-BY This version available at: http://eprints.lse.ac.uk/63272/ Available in LSE Research Online: August 2015 LSE has developed LSE Research Online so that users may access research output of the School. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. You may freely distribute the URL (http://eprints.lse.ac.uk) of the LSE Research Online website. SPECIAL ISSUE: SERVICE INNOVATION IN THE DIGITAL AGE DISTRIBUTED TUNING OF BOUNDARY RESOURCES: THE CASE OF APPLE’S IOS SERVICE SYSTEM1 Ben Eaton Department of IT Management, Copenhagen Business School, Copenhagen, DENMARK {[email protected]} Silvia Elaluf-Calderwood and Carsten Sørensen Department of Management, The London School of Economics and Political Science, London, GREAT BRITAIN {[email protected]} {[email protected]} Youngjin Yoo Fox School of Business, Temple University, Philadelphia, PA 19140 UNITED STATES {[email protected]} The digital age has seen the rise of service systems involving highly distributed, heterogeneous, and resource- integrating actors whose relationships are governed by shared institutional logics, standards, and digital technology.
    [Show full text]
  • Security Considerations Around the Usage of Client-Side Storage Apis
    Security considerations around the usage of client-side storage APIs Stefano Belloro (BBC) Alexios Mylonas (Bournemouth University) Technical Report No. BUCSR-2018-01 January 12 2018 ABSTRACT Web Storage, Indexed Database API and Web SQL Database are primitives that allow web browsers to store information in the client in a much more advanced way compared to other techniques such as HTTP Cookies. They were originally introduced with the goal of enhancing the capabilities of websites, however, they are often exploited as a way of tracking users across multiple sessions and websites. This work is divided in two parts. First, it quantifies the usage of these three primitives in the context of user tracking. This is done by performing a large-scale analysis on the usage of these techniques in the wild. The results highlight that code snippets belonging to those primitives can be found in tracking scripts at a surprising high rate, suggesting that user tracking is a major use case of these technologies. The second part reviews of the effectiveness of the removal of client-side storage data in modern browsers. A web application, built for specifically for this study, is used to highlight that it is often extremely hard, if not impossible, for users to remove personal data stored using the three primitives considered. This finding has significant implications, because those techniques are often uses as vector for cookie resurrection. CONTENTS Abstract ........................................................................................................................
    [Show full text]
  • (SCIENCES BUILDING of TUC) USING GAME ENGINE by Stefan P
    DEVELOPMENT OF A LARGE SCALE, SMART, MULTI-PURPOSE VIRTUAL ENVIRONMENT (SCIENCES BUILDING OF TUC) USING GAME ENGINE By Stefan Petrovski Submitted to the Department of Electronics and Computer Engineering Technical University of Crete Examining Committee Dr Aikaterini Mania, Advisor Dr Aggelos Bletsas Dr Antonios Deligiannakis 1 Table of Contents 1 Introduction ................................................................................................... 9 1.1 Thesis Outline ....................................................................................................................... 11 2 Technical Background ................................................................................... 13 2.1 Introduction .......................................................................................................................... 13 2.2 3D computer graphics .......................................................................................................... 13 2.2.1 Modeling ........................................................................................................................... 14 2.2.2 Layout and animation ....................................................................................................... 14 2.2.3 Rendering.......................................................................................................................... 14 2.3 3D Models ............................................................................................................................. 14 2.3.1
    [Show full text]
  • Adobe Flash Professional for Ios Game Development a Feasible and Viable Alternative to Xcode?
    IT 14 028 Examensarbete 15 hp Juni 2014 Adobe Flash Professional for iOS Game Development A Feasible and Viable Alternative to Xcode? Leila Svantro Institutionen för informationsteknologi Department of Information Technology Abstract Adobe Flash Professional for iOS Game Development - a Feasible and Viable Alternative to Xcode? Leila Svantro Teknisk- naturvetenskaplig fakultet UTH-enheten The smartphone operating system iOS is the second highest ranked after Android. The apps in App Store and Google Play combined consist of 70-80 % games, which Besöksadress: are the primary entertainment applications. Many developers are learning game Ångströmlaboratoriet Lägerhyddsvägen 1 development or refreshing their skills to profit on this trend. The problem statements Hus 4, Plan 0 are: is it viable and feasible to use Adobe Flash Professional (AFP) for the iOS game development compared to Xcode and could AFP be used exclusively for iOS game Postadress: development? Information on both IDEs has been analyzed. Furthermore, Box 536 751 21 Uppsala implementations and code comparisons have been made. The results and analysis shows differences regarding expenses while possibilities for developing the same kind Telefon: of games essentially are equivalent. The conclusions are that AFP is a viable IDE for 018 – 471 30 03 iOS game development in the aspect of possibilities. It is not feasible on a long-term Telefax: basis when considering the expenses however it could be feasible on a short-term 018 – 471 30 00 basis depending on the developer’s requirements of extension and Mac OS for App Store publishing. AFP is not able to be used exclusively for the iOS game development Hemsida: if publishing to the App Store is a requirement however it is if publishing is restricted http://www.teknat.uu.se/student to single devices.
    [Show full text]
  • IDN Authoring Tools Resource
    Appendix I: Tools Shortlist Yotam Shibolet, Noam Knoller and Hartmut Koenitz Note: This is a copy of the anonymised document posted 25 July 2018 on interactivenarrativedesign.org/ authoringtools/appendix.pdf. It is kept here as a placeholder since its url has been cited in a conference paper. The difference from the original is limited to the addition of the author names above, and the current note. The current project website is at interactivenarrativedesign.org/authoringtools/ Main overview Real-time-animation\game engines All-purpose game engines 1. Corona GUI 2. Construct2 3. CooperCube5 4. Clickteam Fusion 2.5 5. CryEngine V 6. Amazon Lumberyard (based on CryeEngine) 7. GameMaker Studio 2 8. GODOT Game Engine 9. LOVE 10. Ogre3D Game Engine 11. Panda3D 12. Playcanvvas 13. Unity (Plugins: AdventureCreator, Cradle, Danesh, Fungus, Tidy Text Adventures, Vive VR Tookit, Yarn\Yarn Spinner, PSST – mixed-initiative) 14. Unreal (and Blueprint mode) 15. Source (and GoldSource) 16. Shiva Genre-specific game makers 17. AdventureGameStudios 18. Adventjure (Clojure) 19. Bitsy 20. Bladecoder Adventure Engine 21. CANVAS + SWB (Story World Builder) 22. Chatmapper 23. Ensemble 24. Game Salad 25. ITY Studio 26. One-Roll Engine 27. RPG in a Box 28. RPG Maker MV (and the Degica ‘make’r series) 29. Stencyl 30. TIC 80 31. Tinsel 32. ToonTastic 33. Versu 34. Visionaire 35. Wolf RPG Editor Dead Comme-il-Faut Scribe Interactive Drama Architecture Storybricks Engine Hybrid text + graphic tools Visual novel authoring tools 36. Omega Visual Nover Maker 37. Kirikiri\Kirikir Z 38. NScripter 39. Ren’Py 40. RenJS 41. RLDev 42. Tyranobuilder Dead Novelty Other hybrid tools 43.
    [Show full text]
  • V´Yvoj Hernıho Editoru Na Platformˇe Flash
    MASARYKOVA UNIVERZITA F}w¡¢£¤¥¦§¨ AKULTA INFORMATIKY !"#$%&'()+,-./012345<yA| Vyvoj´ hern´ıhoeditoru na platformˇeFlash DIPLOMOVA´ PRACE´ Bc. Martin Jakubec Brno, jaro 2014 Prohl´aˇsen´ı Prohlasuji,ˇ zeˇ tato diplomova´ prace´ je mym´ puvodn˚ ´ım autorskym´ d´ılem, ktere´ jsem vypracoval samostatne.ˇ Vsechnyˇ zdroje, prameny a literaturu, ktere´ jsem priˇ vypracovan´ ´ı pouzˇ´ıval nebo z nich cerpal,ˇ v praci´ rˇadn´ eˇ cituji s uveden´ım upln´ eho´ odkazu na prˇ´ıslusnˇ y´ zdroj. Vedouc´ıpr´ace: RNDr. Barbora Kozl´ıkova,´ Ph.D. ii Podˇekov´an´ı Rad´ bych podekovalˇ Ba´reˇ Kozl´ıkove´ za skvelˇ e´ veden´ı diplomove´ prace´ a za vsechenˇ cas,ˇ ktery´ mi venovala.ˇ Dale´ chci podekovatˇ Michalu Gab- rielovi za konzultace a odborne´ rady a celemu´ tymu´ CUKETA, s.r.o. za po- skytnut´ı zazem´ ´ı priˇ vyvoji´ hern´ıho editoru. iii Shrnut´ı C´ılem diplomove´ prace´ je navrhnout a implementovat jadro´ hern´ıho en- ginu a editoru pro konfiguraci hern´ıch mechanismu˚ na platformeˇ Flash. Hern´ı engine bude modularn´ ´ı, aby jej bylo moznˇ e´ rozsiˇ rovatˇ a vyuzˇ´ıvat pro ruzn˚ e´ typy her. Soucˇast´ ´ı prace´ bude ukazka´ hry nakonfigurovane´ v tomto editoru. V neposledn´ı radˇ eˇ se budu snazitˇ prezentovat prakticke´ zkusenostiˇ z vyvoje´ realn´ e´ hry. iv Kl´ıˇcov´aslova hern´ı editor, level editor, hern´ı engine, vyvoj´ her, Adobe Flash, game en- gine, Flash Player, hern´ı prumysl,˚ hern´ı navrh,´ game design v Obsah 1 Uvod´ ................................... 3 2 Historie hern´ıhopr ˚umyslu ...................... 5 2.1 50.–60. leta´ ............................. 5 2.2 60.–70.
    [Show full text]