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Razvoj igralnega pogona in 3D igre za računalniško okolje STM32
ID KNEZ, JANKO (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Bohak, Ciril (Co-mentor)

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Abstract
Uporaba igralnih pogonov skrajša proces izdelave igre v primerih, ko namenski pogoni, razviti za eno igro, niso potrebni. Igralni pogoni vsebujejo koncepte upodabljanja, predvajanja animacij in zvokov, podporo večigralskemu načinu, izračunavanje fizike in podpirajo objektno usmerjeno programiranje. V diplomski nalogi predstavimo razvoj igralnega pogona za nizko zmogljivo platformo, ki združuje funkcionalnosti popularnih igralnih pogonov. Prilagoditve funkcionalnosti za nizko zmogljive sisteme vključujejo zmanjšanje števila operacij v plavajoči vejici in optimizacije dostopa do I/O naprav. Osrednje vezje predstavlja platforma STM32 z omejeno količino virov, na katero smo priključili ostale potrebne komponente. Za implementacijo igralnega pogona smo omejeni na programski jezik C, v katerem smo kot primer uporabe razvili tudi igro asteroidov. Z razvojem igre pokažemo splošnost implementiranega igralnega pogona in zmogljivost izbrane platforme ob učinkoviti izrabi virov.

Language:Slovenian
Keywords:igrani pogon, 3D igra, platforma STM32, programski jezik C
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2019
PID:20.500.12556/RUL-112819 This link opens in a new window
COBISS.SI-ID:1538453187 This link opens in a new window
Publication date in RUL:14.11.2019
Views:1937
Downloads:269
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Secondary language

Language:English
Title:Development of a game engine and a 3D game for the STM32 platform
Abstract:
Using game engines shortens the process of game development in cases with no need for specialized engines, used for a single game. They implement concepts of rendering, playing animations and sound, support for multiplayer, physics calculations and object-oriented programming. In the thesis we present the development of a game engine for a low performance platform, which combines the functionalities of popular game engines. Design changes for low performance systems include reducing the amount of floating point operations and optimizations towards I/O device accesses. The platform STM32 represents the main circuit board with limited resources onto which we connected other required components. For the implementation of the game engine, we are limited to the programming language C, in which we developed a game of asteroids as the use case. By doing so, we show the general implementation of the game engine and the performance of the chosen platform when its resources are used efficiently.

Keywords:game engine, 3D game, STM32 platform, C programming language

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