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dc.contributor.authorArnebäck, Eric
dc.contributor.authorBärring, Felix
dc.contributor.authorHage, Johan
dc.contributor.authorLundén, Anton
dc.contributor.authorLöfman, Andreas
dc.contributor.authorOgeryd, Niclas
dc.date.accessioned2015-06-25T11:52:01Z
dc.date.available2015-06-25T11:52:01Z
dc.date.issued2015-06-25
dc.identifier.urihttp://hdl.handle.net/2077/39606
dc.description.abstractThe purpose of this thesis is to explore the process of creating a voxel game engine, in which features such as procedural terrain generation and world interaction are essential, inspired by pioneering games in the genre such as Minecraft. The thesis discusses the development process in regards to graphics, physics, and game logic. The game engine is written in Java using the Lightweight Java Game Library for graphics and audio, and employs the Ashley framework to implement an entity-component design pattern. The project resulted in a simple voxel game, with a procedurally generated environment and basic player-world physics and interaction.sv
dc.language.isoengsv
dc.titleBloxel - Developing a voxel game engine in Java using OpenGLsv
dc.typetext
dc.setspec.uppsokTechnology
dc.type.uppsokM2
dc.contributor.departmentGöteborgs universitet/Institutionen för data- och informationsteknikswe
dc.contributor.departmentUniversity of Gothenburg/Department of Computer Science and Engineeringeng
dc.type.degreeStudent essay


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