Implementasi Algoritma Fisher Yates pada Game 3D Petualangan Menyelamatkan Binatang
Abstract
Abstrack : Many types of games developed by Indonesian game developers such as action games, fight games, and adventure games. Adventure games that take the theme of animals at this time is suitable to be developed considering the rampant hunting of rare animals that are protected. A good randomization method is very important in the development of an application or game. Many methods of randomization that can be used, one of them is Fisher Yates method or commonly known as Fisher Yates algorithm. The advantages of the Fisher Yates algorithm are the effectiveness of the randomization method and its optimal algorithmic complexity. Fisher Yates Algorithm can randomize the location of an animal object in an animal-saving adventure game. In addition to entertainment Animal adventure game also provides knowledge to the users to recall animals in Indonesia, the existence of these animals is increasingly reduced, because human behavior is caused by the scarcity of animals that must be preserved. Therefore, in this game, the writer implements Fisher Yates algorithm to randomize the location of animals that must be found by the users. This game is built using the software Unity 3D and C# programming language. Based on the test results using the black box method, the features contained in the game can run in accordance with the desired.
Keywords : Animals, Fisher Yates Algorithm, Game, Unity 3D
Full Text:
PDFReferences
- Adi Nugroho.(2005). “Rational Rose Untuk
Pemodelan Berorientasi Objek”.Bandung:
Informatika
- Andi.(2005).”Belajar Sendiri.net dengan Visual C#”
Yogyakarta
- Andi.(2013),”Sistem Operasi Windows”
Yogyakarta.
- Anggi Mustofa.(2015),”Implementasi Algoritma
Minimax Pada Game TIC TAC TOE Berbasis Java”
Kuningan, Universitas Kuningan.
- Bunafit Nugroho.(2005)”Adiministrasi Database
MySQL Pada Server Linux dan Windows”
Yogyakarta.
- C.V Andi Offset.(2006),”Belajar Sendiri.net dengan
Visual C# 2005” Yogyakarta.
- Erico Darmawan H, Laurentius
Risal(2011),”Pemograman Berorientasi Objek C#”
Informatika Bandung.
- Hamim Tohari.(2014),”Analisi Serta Perancangan
Sistem Informasi Melalui Pendekatan UML”
Yogyakarta.
- Muhammad Usep Sapari Septiana.(2017)”Aplikasi
Pencarian Jarak Terdekat (Travelling Salesman
Problem) Menggunakan Algoritma ANT Colony
Optimizatiton (ACO)” Kuningan, Universitas
Kuningan.
- Renaldi Munir.(2011)”Algoritma & Pemograman
Dalam Bahasa Pascal dan C” Bandung.
- Rian Ramdani. (2016), “Implementasi pengacakan
soal dengan algorima fisher yates pada aplikasi
mobile learning macam-macam tajwid al-qur’an
berbasis android” kuningan, Universitas Kuningan
- Rickman Roedavan.(2016)”UNITY Tutorial Game
Engine” Informatika Bandung.
- R.H. SIANIPAR(2014),”Pemograman C# Belajar
Dasar Pemograman C# Melalui Contoh Untuk
Menjadi Seorang Programmer C# Yang Mahir Dan
Tangguh” Informatika Bandung.
- Rouf, Abdul. (2012). “Pengujian Perangkat Lunak
Dengan Menggunakan Metode White Box Dan
Black Box” Semarang:STMIK HIMSYA
- Wafda Adita Rifai.(2015)”Pengembangan Game
Edukasi Lingkungan Berbasis Android”
Yogyakarta, Universitas Yogyakarta.
DOI: https://doi.org/10.25134/jejaring.v5i2.6715
DOI (PDF): https://doi.org/10.25134/jejaring.v5i2.6715.g3271
Refbacks
- There are currently no refbacks.
JEJARING (Jurnal Teknologi dan Manajemen Informatika)
p-ISSN 2527-3930 , e-ISSN 2614-5448
Organized by:
Program Studi Manajemen Informatika DIII
Fakultas Ilmu Komputer, Universitas Kuningan
Address: Jl. Cut Nyak Dhien No.36 A, Cijoho, Kec. Kuningan, Kabupaten Kuningan, Jawa Barat 45513
Website: http://journal.uniku.ac.id/index.php/jejaring
E-mail: [email protected]
JEJARING is licensed under a Lisensi Creative Commons Atribusi 4.0 Internasional.