Please use this identifier to cite or link to this item: https://repositorio.usj.es/handle/123456789/429

Full metadata record
DC FieldValueLanguage
dc.contributor.advisorIglesias Soria, Antonio-
dc.contributor.authorCativiela Calvo, Martín-
dc.date.accessioned2020-11-06T12:26:28Z-
dc.date.available2020-11-06T12:26:28Z-
dc.date.issued2020-
dc.date.submitted2020-06-21-
dc.identifier.urihttps://repositorio.usj.es/handle/123456789/429-
dc.description.abstractThe objective of this study is to reach a better understanding of the forces that act in the actions that we try to represent in video games and fiction in general, and with that to build good mechanics based in newtonian physics for this work, which are going to be the core aspect of this game’s design.es_ES
dc.format.extent64 p.es_ES
dc.format.mimetypeapplication/pdfes_ES
dc.language.isospaes_ES
dc.language.isoenges_ES
dc.relation.requiresAdobe PDFes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectVideojuegoses_ES
dc.titleCreación de videojuego basado en física con sistema procedural para la adaptación de la dificultad en tiempo reales_ES
dc.typebachelor thesises_ES
dc.subject.unescoDiseño por ordenadores_ES
dc.subject.unescoLenguaje de programaciónes_ES
dc.subject.unescoFísicaes_ES
dc.rights.accessRightsopen accesses_ES
Appears in Collections:Grado en Diseño y Desarrollo de Videojuegos



This item is licensed under a Creative Commons License Creative Commons