Nehráčské postavy v projektu Other Kosmos

Abstract

This bachelor thesis focuses on the design and implementation of a non-player character system within the Other Kosmos project, developed in Java using the libGDX library. The primary objective is a critical analysis and evaluation of the project's current state, particularly regarding the previous, functionally incomplete implementation of entity insertion and control mechanisms. The core of the work lies in the design of a new modular NPC architecture that emphasizes high reusability and easy extensibility for new types of characters or animals. The proposed solution includes both entity spawning mechanisms within a simulated voxel world and the logic for controlling their behavior. The implementation section describes the transformation of the original code into a structured system, utilizing UML diagrams to visualize the software architecture. The functionality of the resulting solution is subsequently verified through testing in the game environment, confirming the stability and readiness of the system for further project development.

Description

Delayed publication

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Subject(s)

Other Kosmos, Java, libGDX, voxel world, software architecture, refactoring, design patterns, game development, entity simulation

Citation