Choosing the infrastructure for entertainment and serious computer games - A whiteroom benchmark for game engine selection

Authors: Anderson, E.F., McLoughlin, L., Watson, J., Holmes, S., Jones, P., Pallett, H. and Smith, B.

Journal: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013

ISBN: 9781479909650

DOI: 10.1109/VS-GAMES.2013.6624223

Abstract:

The technology base, i.e. the infrastructure, for modern computer games is usually provided by a game engine. At the start of the game development process, developers usually face the choice of either developing their own proprietary game engine or to license an existing engine to build on. The question of what constitutes a game engine, however, is rather ill defined. This paper aims to address these problems by presenting a method for simplifying the process of evaluating engines for their suitability for game development projects, comparing a number of game engines and using our findings as a basis for a definition of the term 'game engine'. © 2013 IEEE.

Source: Scopus

Choosing the Infrastructure for Entertainment and Serious Computer Games - a Whiteroom Benchmark for Game Engine Selection

Authors: Anderson, E.F., McLoughlin, L., Watson, J., Holmes, S., Jones, P., Pallett, H. and Smith, B.

Journal: 2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

Source: Web of Science (Lite)

Choosing the Infrastructure for Entertainment and Serious Computer Games – a Whiteroom Benchmark for Game Engine Selection

Authors: Anderson, E.F., McLoughlin, L., Watson, J., Holmes, S., Jones, P., Pallett, H. and Smith, B.

Conference: VS-Games 2013

Dates: 11-13 September 2013

Pages: 101-108

Publisher: IEEE Computer Society

ISBN: 9781479909650

DOI: 10.1109/VS-GAMES.2013.6624223

Abstract:

The technology base, i.e. the infrastructure, for modern computer games is usually provided by a game engine. At the start of the game development process, developers usually face the choice of either developing their own proprietary game engine or to license an existing engine to build on. The question of what constitutes a game engine, however, is rather ill defined. This paper aims to address these problems by presenting a method for simplifying the process of evaluating engines for their suitability for game development projects, comparing a number of game engines and using our findings as a basis for a definition of the term "game engine".

Source: Manual

Preferred by: Leigh McLoughlin and Eike Anderson