Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "Godot Engine" wg kryterium: Temat


Wyświetlanie 1-3 z 3
Tytuł:
Neural model of the vehicle control system in a racing game. Part 1, Design and its implementation
Autorzy:
Tchórzewski, Jerzy
Bolesta, Arkadiusz
Powiązania:
https://bibliotekanauki.pl/articles/2175160.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Przyrodniczo-Humanistyczny w Siedlcach
Tematy:
Artificial Neural Networks
Godot Engine
MATLAB
Simulink environment
CLion IDE
video games
Opis:
The publication consist of two parts. Part 1 contains the results of research on the design, learning and implementation of the Perceptron Artificial Neural Network as a model of neural control of car movement on the racetrack. This part 1 presents the results of studies, including review of the methods used in video racing games from the point of view of the selection of a method that can be used in the own research experiment, selection of the Artificial Neural Network architecture, its teaching method and parameters for the intended research experiment, selection of the data measurement method to be used in ANN training, as well as development design of a car game, its implementation and conducting simulation tests. In designing the game of vehicle traffic on the racetrack, among others, Godot Engine game engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. Part 2 shows i.a. the results of the testing and simulation experiments that confirm the correct functioning of both the game and the model of the neural control system. There were also shown, among others, the possibility of continuing research in the field of increasing the flexibility of the racing game, in particular the flexibility of the vehicle traffic control system through the use of other artificial intelligence methods, such as ant algorithms or evolutionary algorithms.
Źródło:
Studia Informatica : systems and information technology; 2022, 1(26); 23--44
1731-2264
Pojawia się w:
Studia Informatica : systems and information technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Neural model of the vehicle control system in a racing game. Part 2, Research experiments
Autorzy:
Bolesta, Arkadiusz
Tchórzewski, Jerzy
Powiązania:
https://bibliotekanauki.pl/articles/2175161.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Przyrodniczo-Humanistyczny w Siedlcach
Tematy:
Godot Engine
MATLAB
Simulink environment
Neural control system
Perceptron Artificial Neural Networks
video games
Opis:
This article, which is a continuation of the article under the same main title and subtitle: part 1 Design and its implementation, includes the obtained results of research experiments with the use of a designed and implemented racing game. It uses a neural model of the vehicle motion control system on the racetrack in the form of a Perceptron Artificial Neural Network (ANN). In designing the movement of vehicles on the racetrack, the following were used, inter alia, Godot Engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. This article shows, among others, the results of 10 selected research experiments, testing and simulation, confirming the correct functioning of both the computer game and the model of the neural control system. As a result of simulation tests, it turned out that the longest lap of the track in the conducted experiments lasted 4 minutes and 55 seconds, and the shortest - 10.47 seconds. In five minutes, the highest number of laps was 34, while the lowest numbers of laps were 1 and 5. In the course of the experiments it was noticed that under the same conditions the ANN learning outcomes are sometimes different.
Źródło:
Studia Informatica : systems and information technology; 2022, 1(26); 45--60
1731-2264
Pojawia się w:
Studia Informatica : systems and information technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Badanie wydajności silników gier komputerowych
Testing the performance of computer games
Autorzy:
Buczkowski, Gabriel
Olszewski, Kamil
Powiązania:
https://bibliotekanauki.pl/articles/41205857.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Tematy:
gra komputerowa
silnik gry
widok z pierwszej osoby
unity
Unreal Engine
Godot
Unigine
CryEngine
computer game
game engine
First Person View
Unity
Opis:
Celem pracy jest przeprowadzenie badania wydajności silników gier z wykorzystaniem wbudowanych w nie narzędzi. Testy wydajności zostaną przeprowadzone dla różnych konfiguracji sprzętowych. W celu realizacji badania powstanie uproszczona gra 3D z widokiem pierwszoosobowym. Gra zostanie zaimplementowana w różnych silnikach gier: Unity, Unreal Engine, CryEngine, Godot oraz Unigine, co pozwoli zebrać dane do analizy by sprawdzić, który z nich będzie najwydajniejszy.
The purpose of this is to conduct performance testing of game engines using their built-in tools. Performance tests will be conducted for various hardware configurations. In order to implement the study, a simplified 3D game with a first-person view will be created. The game will be implemented in various game engines: Unity, Unreal Engine, CryEngine, Godot and Unigine, which will allow us to collect data for analysis to see which one will be the most efficient.
Źródło:
Studia i Materiały Informatyki Stosowanej; 2023, 15, 1; 5-10
1689-6300
Pojawia się w:
Studia i Materiały Informatyki Stosowanej
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

    Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies