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
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