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Encyclopedia > Game engine

A game engine is the core software component of a computer video game or other interactive application with real-time graphics. It provides the underlying technologies, simplifies development, and often enables the game to run on multiple platforms such as game consoles and desktop operating systems such as Linux, Mac OS X, and Microsoft Windows. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, and a scene graph. The process of game development is frequently economized by in large part reusing the same game engine to create multiple different games. Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ... “Computer and video games” redirects here. ... Real-time computer graphics is the subfield of computer graphics focused on producing and analyzing images in real time. ... “Game console” redirects here. ... This article is about operating systems that use the Linux kernel. ... Mac OS X (IPA: ) is a line of graphical operating systems developed, marketed, and sold by Apple Inc. ... “Windows” redirects here. ... 2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. ... 3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. ... This article is about the scientific discipline of computer graphics. ... A physics engine is a computer program that simulates Newtonian physics models, using variables such as mass, velocity, friction and wind resistance. ... In physical simulations, video games and computational geometry, collision detection includes algorithms from checking for intersection between two given solids, to calculating trajectories, impact times and impact points in a physical simulation. ... Sound is a disturbance of mechanical energy that propagates through matter as a wave. ... Scripting languages (commonly called scripting programming languages or script languages) are computer programming languages that are typically interpreted and can be typed directly from a keyboard. ... Computer animation is the art of creating moving images via the use of computers. ... Game AI refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters (NPCs). ... This article or section is in need of attention from an expert on the subject. ... A scene-graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. ... Game development - Wikipedia, the free encyclopedia /**/ @import /skins-1. ...

Contents

Overview

Game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. These games engines are sometimes called "game middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market—all critical factors in the highly competitive video game industry. UnrealEd is an example of a level editor, one type of a game development tool. ... An integrated development environment (IDE), also known as integrated design environment and integrated debugging environment, is a programming environment that has been packaged as an application program,that assists computer programmers in developing software. ... Rapid application development (RAD), is a software development process developed initially by James Martin in the 1980s. ... In computer science, data-driven design is the result of adapting abstract data type design methods to object-oriented programming (Wirfs-Brock & Wilkerson, 1989). ... To meet Wikipedias quality standards, this article or section may require cleanup. ... Pac-Man is one of the most recognizable video games ever created. ...


Like other middleware solutions, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game middleware is designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) middleware components such as Havok for physics, FMOD for sound, or SpeedTree for rendering. Some game engines such as RenderWare are even designed as a series of loosely connected middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated solution. However extensibility is achieved, it remains a high priority in games engines due to the wide variety of uses for which they are applied. Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical requirements such as marketing demos, architectural visualizations, training simulations, and modeling environments. In computing, a platform describes some sort of framework, either in hardware or software, which allows software to run. ... “Game console” redirects here. ... Source code (commonly just source or code) is any series of statements written in some human-readable computer programming language. ... It has been suggested that this article or section be merged with Component-based software engineering. ... This article is about the physics engine. ... FMOD is an audio library that makes it possible to play music files of diverse formats on many different platforms. ... SpeedTree is a programming package produced by Interactive Data Visualization, Inc. ... // RenderWare (RW) is computer and video game middleware from Criterion Software. ... Extensibility is a system design principle where the current implementation takes into consideration future growth. ...


Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality required by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a "graphics engine," "rendering engine," or "3D engine" instead of the more encompassing term "game engine." However, this terminology is inconsistently used as many full-featured 3D game engines are referred to simply as "3D engines." A few examples of graphics engines are: RealmForge, Ogre, Power Render, Crystal Space, Genesis3D, and JMonkey Engine. Modern game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds. A game developer is a person or business involved in game development, the process of designing and creating games. ... RealmForge GDK is a free and open-source game engine for the Microsoft . ... OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D rendering engine (as opposed to a game engine) written in C++ designed to make it easier and intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. ... Power Render is a general purpose software development kit for games and 3D visualization. ... Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. ... Genesis3D is an open source project to create a real-time 3D engine for Microsoft Windows created by Eclipse Entertainment. ... jMonkeyEngine (jME) is a Java scenegraph API. Its primary focus is high performance 3D gaming. ... A scene-graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. ...


Hardware abstraction

Most often, 3D engines or the rendering systems in game engines are built upon a graphics API such as Direct3D or OpenGL which provides a software abstraction of the GPU or video card. Low-level libraries such as DirectX, SDL, and OpenAL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used. Software rendering is still used in some modeling tools or for still-rendered images when visual accuracy is valued over real-time performance (frames-per-second) or when the computer hardware does not meet requirements such as shader support or, in the case of Windows Vista, support for Direct3D 10. API may refer to: In computing, application programming interface In petroleum industry, American Petroleum Institute In education, Academic Performance Index This page concerning a three-letter acronym or abbreviation is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. ... Direct3D is part of Microsofts DirectX API. Direct3D is only available for Microsofts various Windows operating systems (Windows 95 and above) and is the base for the graphics API on the Xbox and Xbox 360 console systems. ... OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ... Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ... “GPU” redirects here. ... Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ... Simple DirectMedia Layer (SDL) is a cross-platform multimedia free software library written in C that creates an abstraction over various platforms graphics, sound, and input APIs, allowing a developer to write a computer game or other multimedia application once and run it on many operating systems including GNU/Linux... OpenAL (Open Audio Library) is a cross-platform audio API. It is designed for efficient rendering of multichannel three dimensional positional audio. ... It has been suggested that Peripheral be merged into this article or section. ... Shaders are a set of different technologies. ... Windows Vista is a line of graphical operating systems used on personal computers, including home and business desktops, notebook computers, Tablet PCs, and media centers. ... Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...


History

The term "game engine" arose in the mid-1990s, especially in connection with 3D games such as first-person shooters (FPS). (See also: first person shooter engine). Such was the popularity of id Software's Doom and Quake games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels—the "game content" or "game assets." For the band, see 1990s (band). ... This article is about video games. ... This page gives an overview of FPS graphics engines and the games that use them. ... id Software (IPA: officially, though originally ) is an American computer game developer based in Mesquite, Texas, a suburb of Dallas. ... Doom (or DOOM)[1] is a 1993 computer game by id Software that is a landmark title in the first-person shooter genre. ... Zombies attacking the player at the starting of Episode 1, Mission 3: The Necropolis. ... A video game developer is a software developer (a business or an individual) that creates video games. ... In computer and video games, a level (sometimes called a stage, course, episode, round, world, map, wave, board, phase, or landscape) is a separate area in a games virtual world, in modern games typically representing a specific location such as a building or a city. ...


Later games, such as Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such technology has proved to be a useful auxiliary revenue stream for some game developers, as a single license for a high-end commercial game engine can range from US$10,000 to $3,750,000 (in the case of Warcraft III), and the number of licensees can reach several dozens of companies (as for the Unreal Engine). At the very least, reusable engines make developing game sequels faster and easier, which is a valuable advantage in the competitive computer game industry. Quake III Arena or Quake 3, abbreviated as Q3A or Q3, is a multiplayer first-person shooter computer and video game released on December 2, 1999. ... Epic Games, also known as Epic and formerly as Epic MegaGames, is a computer game development company based in Cary, North Carolina, United States. ... Year 1998 (MCMXCVIII) was a common year starting on Thursday (link will display full 1998 Gregorian calendar). ... Unreal is a first-person shooter computer game developed by Epic Games and published by GT Interactive (now owned by Atari) on May 22, 1998. ... By the mid 20th century humans had achieved a mastery of technology sufficient to leave the surface of the Earth for the first time and explore space. ... Warcraft III: Reign of Chaos, released by Blizzard Entertainment in 2002, is a real-time strategy computer game // Overview An in-game screenshot of humans (blue) fighting orcs (red). ... The Unreal Engine is a widely used game engine for action games. ... Pac-Man is one of the most recognizable video games ever created. ...


Modern game engines are some of the most complex applications written, frequently featuring dozens of finely tuned systems interacting to ensure a finely controlled user experience. The continued refinement of game engines has created a strong separation between rendering, scripting, artwork, and level design. It is now common (as of 2003), for example, for a typical game development team to have several times as many artists as actual programmers. Level design or game mapping is the creation of levels—locales, stages, or missions—for a video game (such as a console game or computer game). ... 2003 is a common year starting on Wednesday of the Gregorian calendar, and also: The International Year of Freshwater The European Disability Year Events January events January 1 Luíz Inácio Lula Da Silva becomes the 37th President of Brazil. ...


First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres. For example, the RPG Morrowind and the MMORPG Dark Age of Camelot are based on the NetImmerse engine, and the MMORPG Lineage II is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises. Video games are categorized into genres based on their gameplay. ... This article does not cite any references or sources. ... The Elder Scrolls III: Morrowind, also known simply as Morrowind, is a first-person (also playable in third person) computer role-playing game in Bethesda Softworks The Elder Scrolls series. ... An image from World of Warcraft, one of the largest commercial MMORPGs as of 2004, based on active subscriptions. ... Dark Age of Camelot is a 3D medieval fantasy MMORPG that revolves around the war between three realms at the end of King Arthurs rule: Arthurian-inspired Albion, Norse mythology inspired Midgard and Celtic Hibernia. ... Gamebryo is computer and video games middleware originally from Numerical Design Limited (NDL). ... Lineage II: The Chaotic Throne (Korean:리니지 2) is a fantasy massive multiplayer online role-playing game (MMORPG) for the PC, and a prequel to Lineage. ... // RenderWare (RW) is computer and video game middleware from Criterion Software. ... Grand Theft Auto III (sometimes abbreviated as GTA III or GTA3) is an action computer and video game developed by DMA Design (now Rockstar North), published by Rockstar Games in October 2001 for the PlayStation 2 video game console, May 2002 for Windows-based personal computers, and in November 2003... Burnout Burnout is a series of high-speed racing games for the PlayStation 2, Xbox and GameCube game consoles The game series was developed by Criterion Games and published by Acclaim and later EA Games. ...


Threading is taking on more importance due to modern multi-core systems (i.e. Sony's PPE) and increased demands in realism. Typical threads involve rendering, streaming, audio, and physics. Racing games have typically been at the forefront of threading with the physics engine running in a separate thread long before other core sub-systems were moved, partly because rendering and related tasks only require updating at 30-60 Hz. For example, Need For Speed on the Playstation ran its physics at 100 Hz as compared to Forza Motorsport 2 running its physics at 360 Hz. The Cell is a microprocessor design being developed by IBM in cooperation with Toshiba and Sony. ... Need for Speed (NFS) is a series of racing computer and video games by Electronic Arts, released on platforms including personal computers, Nintendo, Xbox, PlayStation, N-Gage, and various others consoles. ...


Although the term was first used in the 1990s, there are a few earlier systems in the 1980s that are also considered to be game engines, such as Sierra's AGI and SCI systems, LucasArts' SCUMM system and Incentive Software's Freescape engine. However, unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system which was licensed to and used by Humongous Entertainment). For the band, see 1990s (band). ... AGI (Adventure Game Interpreter) was the development tool used by Sierra Online to create their early adventure games. ... Sierras Creative Interpreter (SCI) refers to the scripting language created by Jeff Stephenson of Sierra On-Line for its adventure games after the older AGI. While AGI was a procedural language, SCI is completely object-oriented. ... SCUMM stands for Script Creation Utility for Maniac Mansion and is a scripting language developed at LucasArts (known at the time as Lucasfilm Games) to ease development of the graphical adventure game Maniac Mansion. ... Incentive Software Ltd. ... The Freescape engine is an early 3D game engine used in games such as Driller. ... Humongous Entertainment was a video game company from 1992 to 2005 that designed adventure games, many of which are made to be educational, for children. ...


Middleware

SpeedTree forest-rendering middleware

Some companies now specialize in developing software suites known as "middleware." Middleware developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most middleware programs provide facilities that ease development, such as graphics, sound, physics and AI functions. DX Studio, Gamebryo and RenderWare are three such widely used middleware programs. SpeedTree. ... SpeedTree. ... DX Studio is a complete integrated development environment for creating interactive 3D graphics. ... Gamebryo is computer and video games middleware, originally from Numerical Design Limited (NDL), and is the successor to NDLs NetImmerse engine. ... // RenderWare (RW) is computer and video game middleware from Criterion Software. ...


Some middleware only do one thing, but do it more convincingly than general purpose engines. For example, SpeedTree was used to render the realistic trees and vegetation in the role-playing game The Elder Scrolls IV: Oblivion. SpeedTree is a programming package produced by Interactive Data Visualization, Inc. ... This article does not cite any references or sources. ... The Elder Scrolls IV: Oblivion is a game currently under development by Bethesda Softworks for the PC, Xbox 2, and Playstation 3. ...


Two widely-used packages that provide subsystems of functionality include Havok and several of RAD Game Tools' systems. Havok provides a robust physics simulation system and RAD Game Tools develops systems for video rendering, audio playback and 3D rendering. This article is about the physics engine. ... RAD Game Tools is privately-held company based in Kirkland, Washington that develops video and computer game software technologies which are licensed primarily by video game companies. ...


Some middleware contains full source code, others just provide an API reference for a compiled binary library. Some middleware programs can be licensed either way, usually for a higher fee for full source code. Source code (commonly just source or code) is any series of statements written in some human-readable computer programming language. ... API and Api redirect here. ... Illustration of an application which may use libvorbisfile. ...


MMOG Middleware

Middleware for massively-multiplayer online games is far more complex than for single-player video games. However, the increasing popularity of MMOGs is spurring development of such middleware packages. Some prominent solutions, based upon sales[citation needed], include: “MMO” redirects here. ...

RealmCrafter is a MMORPG Engine, Developed by Solstar Games, used by some small game developement teams. ... The Multiverse Network, Inc. ... Gamebryo is computer and video games middleware, originally from Numerical Design Limited (NDL), and is the successor to NDLs NetImmerse engine. ... BigWorld Technology is a middleware platform for the development of Massively Multiplayer Online Role-Playing Games (also known as MMOGs or MMORPGs). ... HeroEngine is a 3D game engine and server technology platform developed by Simutronics Corporation specifically for building MMO-style games. ...

Hobbyists

Game engine development is a popular project amongst computer science students, hobbyists, and game developers alike. It can require strong interdisciplinary understanding of geometry, color theory, and computing. Being largely visual, however, these developers consider it fun and rewarding. Crystal Space, for example, is a popular free and open source multiplatform game engine. Computer science, or computing science, is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. ... Calabi-Yau manifold Geometry (Greek γεωμετρία; geo = earth, metria = measure) is a part of mathematics concerned with questions of size, shape, and relative position of figures and with properties of space. ... In the arts of painting, graphic design, and photography, color theory is a body of practical guidance to color mixing and the visual impact of specific color combinations. ... RAM (Random Access Memory) Look up computing in Wiktionary, the free dictionary. ... Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. ... This article is about free software as used in the sociopolitical free software movement; for non-free software distributed without charge, see freeware. ... ...


Notable engines

The ten most reviewed commercial engines (most of which are low cost and used by hobbyists and indie developers), on DevMaster.net[1], are:

Notable open source engines: The Torque Game Engine, or TGE, is a modified version of a 3D computer game engine originally developed by Dynamix for the 2001 FPS Tribes 2. ... TrueVision3D is a 3D commercial 3D engine created by Sylvain Dupont in 1999. ... 3D GameStudio, often known as Gamestudio or 3DGS for short, is a 3D computer game development system which allows users to create their own 3D applications and publish them royalty-free. ... The C4 Engine is an emerging next-generation computer game engine created by Eric Lengyel. ... Unity is an integrated authoring tool for creating 3D video games or other interactive content such as architectural visualizations or real-time 3D animations. ... DX Studio is a complete integrated development environment for creating interactive 3D graphics. ...

  • Ogre3D - A well known LGPL graphics engine
  • Irrlicht - Another well known graphics engine under the zlib license
  • Crystal Space - A free portal based engine
  • Dim3 - although not well-known and developing is macintosh-only, games can be played on Mac, Windows and Linux. Very easy and fast engine if used right.
  • Open Dynamics Engine - A cross platform physics engine used in many commercial games.
  • jMonkeyEngine (jME) - A high performance scene graph based 3D engine written in Java.
  • Panda3D Engine - A game engine by Disney that uses Python. It was used to make the MMORPG Toontown
  • Reality Factory - A well known RAD game engine that uses DirectX 7. Prided on its ease of use.

OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D rendering engine (as opposed to a game engine) written in C++ designed to make it easier and intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. ... Irrlicht (IPA: ) is an open source 3D engine written in C++. It is cross-platform, officially running on Windows, Mac OS X, and Linux, though due to its open nature there have been ports to other systems including the Xbox, PlayStation Portable, and SymbianOS in development. ... Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. ... dim 3 is a free Mac-only software package that gives you the ability to make a game with little or no knowledge of programming. ... A simple vehicle driving over a ramp. ... jMonkeyEngine (jME) is a Java scenegraph API. Its primary focus is high performance 3D gaming. ... Panda3D (Platform Agnostic Networked Display Architecture[1]) is a 3D engine developed by Disney for their massively multiplayer online game, Toontown. ... Disney may refer to: The Walt Disney Company and its divisions, including Walt Disney Pictures. ... Python is a high-level programming language first released by Guido van Rossum in 1991. ... Toontown Online (more commonly known as Toontown) is a massively multiplayer online role-playing game created by The Walt Disney Company and billed as the first such game intended for kids and families. ... Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...

FPS game engines

Main article: First person shooter engine

A well-known subset of game engines are 3D first-person shooter (FPS) game engines. Groundbreaking development in terms of visual quality is done in FPS games on the human scale. While flight and driving simulators and real-time strategy (RTS) games increasingly provide realism on a large scale, first-person shooters are at the forefront of computer graphics at smaller, more human scales. This page gives an overview of FPS graphics engines and the games that use them. ... This article is about video games. ... For flight simulator software from Microsoft, see Microsoft Flight Simulator. ... A racing game is any game that involves competing in races through a surrogate playing piece or vehicle, either getting it from one point to another or completing a number of circuits in the shortest time. ... A real-time strategy (RTS) video game is one that is distinctly not turn-based. ...


The development of the FPS graphic engines that appear in games can be characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a brand new engine.


The classification is complicated as game engines blend old and new technologies. Features considered advanced in a new game one year, become the expected standard the next year. Games with a mix of older generation and newer feature are the norm. For example Jurassic Park: Trespasser (1998) introduced physics to the FPS games, but it didn't become common until around 2002. Red Faction (2001) featured destructible walls and ground, something not common in engines even in 2004 (for example in Unreal Tournament 2004 there are still no destroyable objects). Battlezone (1998) and Battlezone II: Combat Commander (1999) added vehicle based combat to the usual FPS mix[citation needed], which did not hit the mainstream until later. Tribes 2, Battlefield 1942, Halo: Combat Evolved and Unreal Tournament 2004 fully realized the potential for vehicular-combat and first person shooter integration[citation needed]. Red Faction is a first-person shooter video game that was released in 2001 for the PlayStation 2, Microsoft Windows, and Macintosh by THQ and Volition. ... Battlezone is a critically acclaimed remake (for Microsoft Windows) of an arcade game of the same name. ... Battlezone II: Combat Commander is a game released by Pandemic Studios as a sequel to Activisions Battlezone (computer game). ... It has been suggested that this article be split into articles entitled Tribes 2 and Tribes 2: Elements of Gameplay. ... Battlefield 1942 is a 3D World War II first-person shooter (FPS) computer game developed by Digital Illusions CE and published by Electronic Arts for Microsoft Windows (2002) and Apple Macintosh (2004). ... Halo: Combat Evolved, or simply Halo, is a video game in the first-person shooter (FPS) genre, created by the Microsoft-owned Bungie Studios. ... Unreal Tournament 2004, also known as UT2004 or UT2K4, is a futuristic first-person shooter computer game developed by Epic Games and Digital Extremes. ...


References

  1. ^ DevMaster.net's game engine page with a list of the Top 10 commercial engines

See also

Several tools called game engines are available for game designers to easily code a game quickly without building from the ground up. ... A game programmer is a software engineer who primarily develops computer or video games or related software (such as game development tools). ... A level designer is a person who creates levels, challenges or missions for computer and/or video games using a specific set of programs. ... A video game developer is a software developer (a business or an individual) that creates video games. ... This article or section does not cite its references or sources. ... This page gives an overview of FPS graphics engines and the games that use them. ...

External links

  • GameMiddleware.org, a reference website concerning game middleware and game engines available for commercial use
  • 3D Game and Graphics Engines Database, a comprehensive database of today's graphics and game engines
  • Terrain in Games, an extensive overview of terrain rendering in 1997-2000 game engines

  Results from FactBites:
 
game engine: Definition and Much More from Answers.com (1756 words)
These games engines are sometimes called "game middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed out-of-the-box to develop a game application while reducing costs, complexities, and time-to-market—all critical factors in the highly competitive computer and video game industry.
Often, game middleware is designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) middleware components such as Havok for physics, FMOD for sound, or SpeedTree for rendering.
Some game engines such as RenderWare are even designed as a series of loosely connected middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated solution.
Game engine - Wikipedia, the free encyclopedia (1541 words)
However extensibility is achieved, it remains a high priority in games engines due to the wide variety of uses for which they are applied.
Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises.
Game engine development is a popular project amongst computer science students, hobbyists, and game developers alike.
  More results at FactBites »

 
 

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