dc.contributor.author | Arnebäck, Eric | |
dc.contributor.author | Bärring, Felix | |
dc.contributor.author | Hage, Johan | |
dc.contributor.author | Lundén, Anton | |
dc.contributor.author | Löfman, Andreas | |
dc.contributor.author | Ogeryd, Niclas | |
dc.date.accessioned | 2015-06-25T11:52:01Z | |
dc.date.available | 2015-06-25T11:52:01Z | |
dc.date.issued | 2015-06-25 | |
dc.identifier.uri | http://hdl.handle.net/2077/39606 | |
dc.description.abstract | The 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.iso | eng | sv |
dc.title | Bloxel - Developing a voxel game engine in Java using OpenGL | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |