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Rancang Bangun Game Aim Trainer Untuk Pemain Game FPS Menggunakan Game Engine Unity Giandhani, Mochammad Rizky; Elsen, Rickard
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1725

Abstract

First Person Shooter (FPS) games are played from a first-person perspective and primarily focus on the use of weapons and combat ammunition. In both regular FPS games and competitive FPS genres, precise aiming skills and good reflexes are required to overcome obstacles or enemies encountered during gameplay. These aiming and reflex skills can be developed through gameplay; however, several issues may hinder this process. One such issue in competitive FPS games is the presence of disruptive players with negative behavior, which can affect a player’s concentration during aiming practice. To address this, aiming practice can be conducted using a third-party application known as an aim trainer game. An aim trainer game is an application focused on enhancing FPS players’ ability to control the mouse and accurately move the crosshair toward targets. The aim trainer game in this study will be developed using the Unity game engine, a software platform used to create and develop games, applications, simulations, and more. This research aims to design and develop an aim trainer game as a training medium for players who wish to improve their aiming skills. The game will feature two training modes: timed target shooting and accurate target shooting. The development of the aim trainer game will use the Game Development Life Cycle (GDLC) methodology, consisting of the following stages: Initiation, Pre-production, Production, Testing, Beta, and Release. This study is expected to assist players in enhancing their aiming precision and reflexes, contributing to better performance in FPS games.
Pemberdayaan Masyarakat Dalam Bidang Linkungan, Ekonomi dan Kelembagaan Permana, Sulwan; Hadi, Muhamad Rizal Nurul; Suparman, Tegar Radiansyah; Sulastri, Dewi; Khaerunisa, Nisrina; Maulina, Wina Senja; Purnama, Alpin; Maulana, Mochamad Dilla; Giandhani, Mochammad Rizky; Nurahman, Zamzam; Munawar, Arby Muhyi; Firdausa, Muhamad Arga; Firzatullah, Belva Prana; Mubarok, Abil Miftahul; Maelani, Rega; Sukma, Ersa Hermalia; Aminah, Siti Nur; Fardiansyah, Bagas; Hilmayanti, Hilmayanti; Zaman, Muhammad Badru
Jurnal PkM MIFTEK Vol 4 No 1 (2023): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.4-1.1320

Abstract

At this time there are many problems faced by the community, especially in facing challenges in life in the future. Recent issues that are often faced regarding digitalization, environment, economy and institutions. The purpose of this KKN-Thematic is to empower the community in Wanamekar Village, Wanaraja District, especially hamlet 2 and hamlet 3 according to the field of cultivation. Digitalization is currently being driven by the government so that people are literate about the benefits and understand technology now, as was done by the Garut Institute of Technology KKN-Thematic participants in Wanamekar Village, Wanaraja District. The main problems in digital literacy start from people often misusing technology, difficult business development, ethics in social media. Apart from that, the issue of recognizing the environment by making biopore wells, socialization on making eco enzyme about processing organic waste into soap, applying visual displays about prohibitions and warnings, giving directions about online business for MSME business actors in Wanamekar Village, especially in hamlet 2 and hamlet 3. And National Computer-Based Assessment of elementary school students.