Contents
2008/09
J. Airey, An Investigation into the Behaviour of Deformable Objects
1
I will study the behaviour of deformable objects as various different forces are applied to them. I will use the 3D/4D scanners in our department to build a virtual model of the deformable objects as they changed over time when various forces are applied to them. I will use materials like putty that will be dropped from various heights on to a flat surface such as a table, and model their changes as they travel through the air and collide with the table. To begin with, I will perform a simple experiment that will slowly apply small forces to a deformable object, scanning the object multiple times with readings at small time scales. This will be a simple model, which will have various constraints to make a simple system. This will contain constraints such as assuming the volume will remain constant indefinitely.
M. Britton, Top-down Game Engine Implementing Physics and Artificial Intelligence In Java
2
The aim of this project is to produce a game engine with the capability to support multiple autonomous agents. It explores different methods of creating movement amongst the entities and provides a base for creating a game within the engine. The project implements a number of methods, from simply making an entity arrive at a given position to avoiding obstacles in its path, and using the obstacles to hide itself away from other entities. Not only does it allow for these AI methods to be utilised, but it also creates a foundation for updating and rendering objects within the game world. The engine is intended for use in creating two-dimensional space games which can incorporate entities such as ships, planets and other space objects.
P. J. Chaplin, Visual Language with Graphical User Interface and Script File Creator
3
A graphical user interface and a functional visual programming (scripting) language primarily designed for creating and illustrating simple programming concepts is being designed and implemented.
G. R. Morgan, Design and Implementation of the Thirdspace Multi-resolution Terrain Rendering System
4
This report studies the design and implementation of the Thirdspace multi-resolution rendering system. It examines how the system builds up and renders a terrain height map. Specifically it looks in detail at how it might choose to incrementally add points to the local map in a view specific manner, such that the renderer has access to the points the viewer is most likely to see on screen. The report details how an effective system was created, that kept the actual rendering algorithm simple such that it always generated a terrain free of cracks. It also proposes further work necessary to take the concept into a useful setting.
T. Poulton, Three Dimensional Representation of the Milky Way Galaxy Using a Radial Spatial Data Structure
5
This projects was undertaken to explore the effectiveness of using a radial spatial data structure to represent the large number of stars that constitute the Milky Way galaxy. A galaxy generator was created to produce a user defined number of stars using the equatorial co-ordinate format in order to test and demonstrate the system. A pre-processor was also developed to process data created by the generator or by a star catalogue, and distil this data into a radial spatial data structure which was pruned to reduce unnecessary overhead. A viewing program was implemented to selectively display the radial spatial data structure so that only stars within the user's window of view are rendered. The viewer successfully renders the data structure produced by the pre-processor, however, when viewing the galactic centre of a galaxy containing 1,000,000 stars, there is a noticeable drop in frame rate to 4 frames per second.
J. Smith, Developing a Poker Bot
6
This report details a project to develop a poker bot covering the research, design and development of a computer program that can play Texas Hold'Em Limit poker. The aim of the project is to create a poker bot that is capable of playing to a reasonable level against other computer bots and human players. The poker bot that has been created in this project performs to a relatively good standard against other simple bots and is profitable when doing so but needs further testing along with several improvements and additions to allow it to compete at a higher level against more advanced bots.
K. P. Sullivan, Point-Based Renderer
7
Design and implement a point-based graphics renderer on the GPU.
A. Tsevrenis, Two Dimensional Role Playing Game with Monster AI
8
A gaming environment as a platform for two-dimensional labyrinth-type games is designed and implemented. Particular emphasis is placed on collision detection and monsters with artificial intelligence abilities. The monsters try to capture a human player based on their different abilities and senses.
Cite as
BSc Projects 2008/09,http://www.langbein.org/teaching/projects/bsc/200809 by Frank C Langbein [15/May/2009, 12:48].
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