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Meeting the requirements of smart grids local, decentralized subnets will offer additional potentials to stabilize and compensate the utility grid mainly on the low voltage level. In a quite complex configuration these decentralized energy systems are combined power, heat and cooling power distributions. According to the regional and local availability of renewable energy sources advanced energy management concepts should consider climatic conditions as well as the state of the interacting utility grid and consumption profiles. The approach uses demonstrational setups to develop a forecast based energy management for trigeneration subnets by taking into account the running conditions of local electrical and thermal energy conversion units. This should lead to the best coverage of the demand and supporting/stabilizing the utility grid at the same time. For the first of three demonstrational projects the priorities of the subnet are given with the maximization of the CHP operation to substitute a major part of the heating and cooling power delivered by electric heaters or compression chillers.
Todays‘ traffic support environments are distributed by nature. In many cases the monitoring, control and guidance of traffic is effected by a federation of coordinating centers, often managed by different organizations, using differing local IT technology and system architecture. Despite the federative character of such systems, maintenance of a consistent overall traffic state is indispensable for a safe operation. This project develops a new type of middleware supporting federative systems
in the domain of Air Traffic Control (ATC), using OMG‘s DDS (Data Distribution Service) standard as contributor.
G.R.E.C is a adventure game, set in an dystopien industrial world, where you are a scavenger for hire. Explore the village of Vankhart Valley and grab everything valuable you can get your hands on.
Your trusty old jump boots will help you avoiding the nasty and deadly spores that changed the world of G.R.E.C forever.
This thesis deals with the implementation of character controls and combat system of the Action Adventure 'Scout 3D'. The game development was realized with the game engine Unity 3D. In the first part, the architecture of a typical game engine is explained. The single components are describes step by step. Then, five well-known game engines are compared and evaluated. In the next chapter, a short overview about design and architecture patterns is worked out. The features of Unity, that are used for the implementation, and Unity's animation system 'Mecanim, are described finally. The second part includes the requirement definitions for the game 'Scout COD' which define player input, different conditions that allow or disallow several activities and the behaviour of enemies. With the help of patterns the architecture of the game is designed. Then, the implementation is explained by means of code snippets.