Penerapan Metode Fuzzy Tsukamoto Pada Game Dream Land
Abstract
Keywords
Full Text:
PDFReferences
Baskoro,. R. G., et al. 2016. Membangun Game Simulasi "Best Driver" Dengan Metode Fuzzy Tsukamoto Berbasis Multiplatform. Nusantara Journal of Computers and its Applications , 1(7), pp.1-8.
Huda, A.S. 2016. "Game Edukasi Cepat Tepat Dengan Metode Finite State Machine (FSM) Pada Smartphone". Skripsi. FST, Pend. Teknik Informatika, Universitas Islam Negeri Maulana Malik Ibrahim Malang.
Oktavia, N. et al. 2015. Pembuatan Game Edukasi Berbasis Construct 2 Sebagai Media Pembelajaran Fisika Untuk Siswa Sekolah Menengah Pertama. Bale Sawala Kampus Universitas Padjadjaran, Jatinangor, 56 - 67.
Subagio, A. 2014. Learning Construct 2, Packt Publishing Ltd. Available at:https://books.google.co.id/books?id=49QGBgAAQB AJ&dq=construct+2&hl
Jensen, P 2015. What is NW.js. Available at: https://dzone.com/articles/what-is-nwjs [Accessed 3 September 2017]
metode-algoritma.com. Logika Fuzzy Metode Tsukamoto. Available at http://www.metodealgoritma.com/2013/06/himpunan-Fuzzy.html [Accessed 3 September 2017]
Refbacks
- There are currently no refbacks.
Copyright (c) 2018 Prosiding SAKTI (Seminar Ilmu Komputer dan Teknologi Informasi)

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.