Academic literature on the topic 'Game Engines'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Game Engines.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Game Engines"

1

Salama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (December 29, 2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

Full text
Abstract:
Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.
APA, Harvard, Vancouver, ISO, and other styles
2

Barczak, Andrzej, and Hubert Woźniak. "Comparative Study on Game Engines." Studia Informatica, no. 23 (December 22, 2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

Full text
Abstract:
Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.
APA, Harvard, Vancouver, ISO, and other styles
3

Skop, Paweł. "Comparison of performance of game engines across various platforms." Journal of Computer Sciences Institute 7 (September 30, 2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.

Full text
Abstract:
The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
APA, Harvard, Vancouver, ISO, and other styles
4

Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

Full text
Abstract:
Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
APA, Harvard, Vancouver, ISO, and other styles
5

BinSubaih, Ahmed, and Steve Maddock. "Game Portability Using a Service-Oriented Approach." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/378485.

Full text
Abstract:
Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating thegamefrom the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.
APA, Harvard, Vancouver, ISO, and other styles
6

Marin-Vega, Humberto, Giner Alor-Hernández, Ramon Zatarain-Cabada, Maria Lucia Barron-Estrada, and Jorge Luis García-Alcaraz. "A Brief Review of Game Engines for Educational and Serious Games Development." Journal of Information Technology Research 10, no. 4 (October 2017): 1–22. http://dx.doi.org/10.4018/jitr.2017100101.

Full text
Abstract:
Gamification is the use of game design elements to enhance the teaching-learning process and turn a regular, non-game activity into a fun, engaging game. Simultaneously, serious games are proposed as an efficient and enjoyable way of conducting cognitive assessment, as they combine a serious intention with game rules and targets. In this scenario, game engines have emerged as information technologies for serious games and educational games development; however, this development has usually been performed without a guide to identifying game attributes to be present in the game. To address this gap, we present an analysis of the most used game engines to identify game and learning attributes supported for serious and educational games development. Findings from this analysis provide a guide of the most popular game engines that offer the largest support for game attributes, which were also classified by game categories.
APA, Harvard, Vancouver, ISO, and other styles
7

Żukowski, Hubert. "Comparison of 3D games’ efficiency with use of CRYENGINE and Unity game engines." Journal of Computer Sciences Institute 13 (December 30, 2019): 345–48. http://dx.doi.org/10.35784/jcsi.1330.

Full text
Abstract:
This article presents the results of the performance studies of applications created with use of CryEngine and Unity game engines. Presented research was mainly focused on comparison of two applications created on selected engines. Several parameters were selected for the research: frame rate, CPU usage, RAM usage and generation time of 3D objects. Created applications were built with the use of the same graphic resources and similar source code. The hypotheses set in the article – Unity game engine is more efficient than CryEngine – have been verified and partially confirmed: engines are more efficient in different environments.
APA, Harvard, Vancouver, ISO, and other styles
8

Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

Full text
Abstract:
This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes.
APA, Harvard, Vancouver, ISO, and other styles
9

Boaventura, Filipe M. B., and Victor T. Sarinho. "MEnDiGa: A Minimal Engine for Digital Games." International Journal of Computer Games Technology 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/9626710.

Full text
Abstract:
Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.
APA, Harvard, Vancouver, ISO, and other styles
10

Andrade, A. "Game engines: a survey." EAI Endorsed Transactions on Game-Based Learning 2, no. 6 (November 5, 2015): 150615. http://dx.doi.org/10.4108/eai.5-11-2015.150615.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Game Engines"

1

MACHADO, LUCAS EUZEBIO. "PARALLEL ALGORITHMS FOR MULTICORE GAME ENGINES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16309@1.

Full text
Abstract:
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Esse tese apresenta diversas técnicas sobre tecnologia paralela em jogos eletrônicos. A tese inicia apresentando diversas arquiteturas possíveis para um motor de jogos. Uma nova arquitetura é proposta, mais flexível e adequada para processadores do futuro que terão um grau maior de paralelismo. Em seguida, uma nova técnica para processar uma octree, uma estrutura de dados clássica da computação gráfica, é apresentada. As últimas técnicas apresentadas são relacionadas a detecção de colisão. Novas ténicas para processamento de grids hieráquicos e balanceamento de detecção colisãom um conjunto de objetos são apresentadas.
This thesis presents several techniques about parallel technology on electronic games. The thesis begins presenting several possible architectures for a game engine. A new architecture is presented, more flexible and adequate for the processors of the future that will have a higher level of parallelism. Following, a new technique for processing an octree, a classic data structure for computer graphics, is presented. The last techniques presented are related to collision detection. New techniques for processing hierarquical grids and balancing collision detection on a set of objets are presented.
APA, Harvard, Vancouver, ISO, and other styles
2

Flomén, Rasmus, and Micaela Gustafsson. "Game developer experience : A cognitive task analysis with different game engines." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19615.

Full text
Abstract:
Context: Today there are a lot of different kinds of game engines to choose from, but is one of these engines more suitable for a developer with a beginners' experience in game development? Objective: This is something we explore in order to help teachers choose a suitable engine for teaching game development to beginners.In this study, two teams of two persons each compare two of these engines, Godot and Unity. Method: We conducted a study, consisting of six iterations, to observe the development of a prototype game using the two engines. We collected data during the development of the game using a think-aloud protocol and a questionnaire, and after the development using a questionnaire that included the SUS scale for assessing the overall usability of the game engines. Results: The Godot engine have been focused on completing their documentation and the documentation is somewhat directed to more experienced developers. In comparison the Unity engine got more solutions outside of the documentation and also got their own special guides towards beginners.Although Godot engine got a more simpler GUI which will be easier at first but as the tasks became more difficult this became more of a disadvantage and some solutions were not found easily among the documentation. In comparison the Unity engine got more menus and can seem a lot to a beginner but became to be more helpful the harder the tasks became and even though most solutions were not found among the documentation, there were enough information from other sources to solve all problems with an easy search.Neither of the engines provided with a lot of helpful information within the tool, although the Godot engine had some cases where the tool would let the developers know a certain component was needed. Conclusion: Our main conclusion is that Godot is a good entry point into game development but as the tasks gets more difficult students would need the teacher’s help in order to solve the tasks as easy as with Unity. In contrast, Unity starts more difficult but as tasks gets more difficult Unity have more solutions online, which makes it more suitable if students are to develop on their own.\\This study is rather small with only four participants and this limits the results, for future studies it would be best to have more participants. Keywords: Cognitive task analysis, game developer experience, Godot, Unity, game engine, usability
APA, Harvard, Vancouver, ISO, and other styles
3

Mortan, Nabi H. "Using Game Engines in Interactive Co-design." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406819932.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Bagnoli, Alessandro. "Game Engines e MAS: Spatial Tuples in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16100/.

Full text
Abstract:
Questa tesi ambisce ad integrare due diversi modelli computazionali: quello proprio del game engine Unity3D che, come sarà illustrato nel corso della digressione, si basa su esecuzione sequenziale e coroutine con quello proprio degli agenti BDI. Il motivo che spinge a fare ciò è poter sfruttare le potenzialità dei game engine per ingegnerizzare l'astrazione di ambiente nei MAS. Dunque, considerando che spesso l'ambiente rappresenta un mezzo di coordinazione, nel lavoro di integrazione vengono considerati anche i modelli di coordinazione tuple-based. Come riferimento per concretizzare il tutto viene usato il modello Spatial Tuples. I game engine si sono già dimostrati adatti a supportare molti dei requisiti richiesti dalla coordinazione di agenti situati, ossia supportano in maniera soddisfacente la coordinazione mediata dall'ambiente e collocata nello spazio. L'obiettivo finale è quindi quello di migliorare lo stato dell'arte rappresentato da due librerie rese disponibili ai programmatori Unity3D, frutto del lavoro di due tesi di laurea magistrale nello specifico un motore BDI-like e un servizio Linda-like di coordinazione e comunicazione. Il miglioramento è mirato a fornire il miglior supporto possibile al modello di coordinazione Spatial Tuples recentemente proposto in letteratura, fornendo al programmatore finale delle API che permettano di utilizzare il suddetto modello all'interno di Unity3D con il minimo sforzo.
APA, Harvard, Vancouver, ISO, and other styles
5

Koirikivi, R. (Rainer). "The architecture and evolution of computer game engines." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201512112292.

Full text
Abstract:
In this study, the architecture and evolution of computer game engines are analyzed by means of a literature review on the academic research body on the subject. The history of computer games, from early 1960s to modern day is presented, with a focus on the architectures behind the games. In the process, this study will answer a selection of research questions. The topics of the questions include identifying the common parts of a game engine, identifying the architectural trends in the evolution from early to present-day games and engines, identifying ways the process of evolution has affected the present state of the engines, and presenting some possible future trends for the evolution. As findings of the study, common parts of a game engine were identified as the parts that are specific to every game, with the suggestion that more detailed analyses could be made by concentrating on different genres. Increase in the size, modularity and portability of game engines, and improved tooling associated with them were identified as general trends in the evolution from first games to today. Various successful design decisions behind certain influential games were identified, and the way they affect the present state of the engines were discussed. Finally, increased utilization of parallelism, and the move of game engines from genre-specific towards genre-neutral were identified as possible future trends in the evolution.
APA, Harvard, Vancouver, ISO, and other styles
6

Cerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.

Full text
Abstract:
I Game Engines stanno acquisendo sempre più importanza sia in ambito industriale, dove permettono lo sviluppo di applicazioni moderne e videogiochi, sia in ambito di ricerca, in particolare nel contesto dei sistemi multi-agente (MAS). La loro capacità espressiva, unita al supporto di tecnologie e funzionalità innovative, permette la creazione di sistemi moderni e complessi in maniera più efficiente: il loro continuo avanzamento tecnologico li ha portati ad essere una realtà su cui fare affidamento nella produzione di vari applicativi diversi, come applicazioni di realtà aumentata/virtuale/mista, simulazioni immersive, costruzione di mondi virtuali e 3D, ecc. Ciononostante, soffrono la mancanza di proprie astrazioni e meccanismi che possano essere affidabili e utilizzati per aggredire la complessità durante il design di sistemi complessi. Il tentativo di sfruttare le caratteristiche della teoria dei MAS all'interno degli ambienti di sviluppo dei Game Engines procede secondo questa direzione: integrando le astrazioni costituenti i MAS all'interno dei Game Engines, con particolare riferimento ai modelli di coordinazione tra agenti, può portare a nuove soluzioni, riuscendo a risolvere problemi tecnologici grazie all'aiuto degli engine grafici. Questa tesi utilizza il Game Engine Unity3D proponendo due librerie C#, le quali sfruttano una precedente integrazione dello stesso framework con il Prolog per l'abilitazione di un modello di interazione e coordinazione basato su spazi di tuple, utilizzabile tramite l'implementazione di primitive LINDA. Le librerie offrono interfacce di programmazione (API) sfruttabili dai programmatori C# Unity3D per integrare nelle loro creazioni il supporto a tale modello, con una nuova modalità per la gestione della coordinazione tra oggetti in Unity3D e fornisce importanti proprietà, essendo fondamentale nel contesto dei MAS dal punto di vista dell'ingegnerizzazione di sistemi complessi e della gestione delle interazioni tra agenti.
APA, Harvard, Vancouver, ISO, and other styles
7

Poli, Nicola. "Game Engines and MAS: BDI & Artifacts in Unity." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15657/.

Full text
Abstract:
In questa tesi vedremo un breve sunto riguardo lo stato dei Sistemi Multi-Agente e andremo ad analizzare le limitazioni che attualmente ne impediscono l'utilizzo ai programmatori di videogiochi. Dopodiché, andremo a proporre un nuovo linguaggio BDI, basato su Prolog e inspirato a Jason, che, grazie all'interprete Prolog sviluppato da I. Horswill, darà la possibilità al programmatore di videogiochi di esprimere comportamenti dichiarativi di alto livello per agenti autonomi all'interno del game engine Unity. Andremo anche a proporre una versione di Artefatto per la modellazione dell'ambiente in una scena Unity e un layer di comunicazione che agenti e artefatti possano utilizzare per interagire tra loro. Infine presenteremo un caso di studio per sottolineare i benefici che questo sistema fornisce.
APA, Harvard, Vancouver, ISO, and other styles
8

Henriks, Niklas. "Creating Serious Games by integrating external components : Propositions and guidelines for future work with serious games." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-132.

Full text
Abstract:

The military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design.

Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report explain how games and game engines can be used to create military serious games, and by that explain what need to be done to have a game interoperate with external systems, how to interact with the game engine, and give guidelines to the process of evaluating and selecting a game engine. The report also argues that game engines are not always the optimal solution.

APA, Harvard, Vancouver, ISO, and other styles
9

O'Grady, Daniel [Verfasser]. "Bringing Database Management Systems and Video Game Engines Together / Daniel O'Grady." Tübingen : Universitätsbibliothek Tübingen, 2021. http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1183929.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

AL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.

Full text
Abstract:
When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architecture and usability.  A project was designed with the goal of developing a game. This game was developed by two separate teams over a period of 6 weeks, using two different game engines. The development was split into separate iterations done simultaneously between the teams and questionnaires were filled in to gather data. The game engines used for projects had similarities but also things which were different. Each engine offered ways to speed up development by allowing the developer to reuse and distribute changes among objects to reduce work. The differences caused one engine’s code architecture to be more complex than the other while allowing a better code structure as well as adding more time to learn how the engine handles certain things such as collisions. In conclusion, there is an importance to properly evaluating different game engines depending on the project a developer or organization is creating, not evaluating this properly will impact development speed and project complexity. Even though each engine has their differences, there is no superior game engine as it all depends on the project being developed. The game developed for this project was only touching on certain areas related to 2D games.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Game Engines"

1

HTML5 game engines: App development and distribution. Boca Raton: CRC Press, Taylor & Francis Group, 2014.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Lengyel, Eric. Game engine gems. Sudbury, MA: Jones and Bartlett Publishers, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Game engine architecture. Wellesley, Mass: A K Peters, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Perron, Bernard. Silent hill: The terror engine. Ann Arbor: University of Michigan Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Cook, David. Tabloid! game. Lake Geneva, WI: TSR, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Schwab, Brian. AI game engine programming. 2nd ed. Boston, MA: Course Technology, Cengage Learning, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

AI game engine programming. 2nd ed. Boston, MA: Course Technology, Cengage Learning, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Millington, Ian. Game Physics Engine Development. San Diego: Elsevier Science, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Zerbst, Stefan. 3D game engine programming. Boston, MA: Premier Press, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Game engine toolset development. Boston, MA: Thomson Course Technology, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Game Engines"

1

Robinson, Ciarán. "Game Engines." In Game Audio with FMOD and Unity, 1–7. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Freiknecht, Jonas, Christian Geiger, Daniel Drochtert, Wolfgang Effelsberg, and Ralf Dörner. "Game Engines." In Serious Games, 127–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40612-1_6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Halpern, Jared. "Games and Game Engines." In Developing 2D Games with Unity, 1–12. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Graham, Wayne. "HTML5 Game Engines." In Beginning Facebook Game Apps Development, 333–54. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Bura, Juriy. "JavaScript Game Engines." In Pro Android Web Game Apps, 541–64. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_14.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Ciesla, Robert. "Commercial Game Engines." In Mostly Codeless Game Development, 41–95. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2970-5_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ciesla, Robert. "Freeware Game Engines." In Mostly Codeless Game Development, 97–121. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2970-5_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Huntley, Jarryd, and Hanna Brady. "Introduction to Game Engines." In Game Programming for Artists, 27–56. Boca Raton : CRC Press, [2018]: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b22049-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Lau, Vicki. "Virtual Reality Game Engines." In Encyclopedia of Computer Graphics and Games, 1–6. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_265-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Itterheim, Steffen, and Andreas Löw. "Physics Engines." In Learn cocos2D Game Development with iOS 5, 297–320. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3814-0_12.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Game Engines"

1

"Game engines." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000312.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Hudlicka, Eva. "Affective game engines." In the 4th International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1536513.1536565.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Vanhatupa, Juha-Matti. "Game engines in game programming education." In the 11th Koli Calling International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2094131.2094156.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Willy Budiman, Liu, and Raymond Kosala. "Games Authoring Tool for Existing Game Engines." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pavkov, Sanja, Ivona Frankovic, and Natasa Hoic-Bozic. "Comparison of game engines for serious games." In 2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2017. http://dx.doi.org/10.23919/mipro.2017.7973518.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Warren, Jonah. "Tiny online game engines." In 2019 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2019. http://dx.doi.org/10.1109/gem.2019.8901975.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Aziz, El-Sayed, Chenghung Chang, Felipe Arango, Sven K. Esche, and Constantin Chassapis. "Linking Computer Game Engines With Remote Experiments." In ASME 2007 International Mechanical Engineering Congress and Exposition. ASMEDC, 2007. http://dx.doi.org/10.1115/imece2007-41969.

Full text
Abstract:
Recently, the potential of using commercially available computer game engines to implement virtual engineering experiments (which represent pure computer simulations) has been explored by various educational institutions. Using a game engine in conjunction with a corresponding software development kit, it is possible for educators to replace the content of an existing computer game with educational content, thus creating virtual laboratory environments. The utilization of game engines for educational purposes is expected to increase the degree of immersive presence of the students engaging in such game-based laboratory exercises as well as the level of interactivity between the students. This paper will discuss the integration of a game-based virtual laboratory environment with remote experiments conducted using actual physical devices. In particular, the paper will focus on possible ways in which the data transfer between a computer game engine and an existing remote laboratory experiment can be accomplished. Strategies for the extraction of laboratory experiment data and for the conversion of data formats are discussed. Possible methods by which the laboratory experiment output data is accessed and displayed are also addressed. Some of the key questions affecting the possible process flows are if and at what point the laboratory experiment mode of interaction should switch from the game engine to the remote laboratory experiment and then switch back to the game engine, and whether or not the user should know that and when it occurred. Finally, the paper will present a sample implementation of a virtual laboratory, into which a specific remote experiment was integrated.
APA, Harvard, Vancouver, ISO, and other styles
8

"Computational intelligence and game engines." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272981.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Chang, Benjamin, and Marc Destefano. "Game engines and immersive displays." In IS&T/SPIE Electronic Imaging, edited by Margaret Dolinsky and Ian E. McDowall. SPIE, 2014. http://dx.doi.org/10.1117/12.2042626.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Wang, Qichao, and Montasir Abbas. "Using Game Engines for Designing Traffic Control Educational Games." In 2015 IEEE 18th International Conference on Intelligent Transportation Systems - (ITSC 2015). IEEE, 2015. http://dx.doi.org/10.1109/itsc.2015.39.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Game Engines"

1

Geisthardt, Eric, Burton Suedel, and John Janssen. Monitoring the Milwaukee Harbor breakwater : an Engineering With Nature® (EWN®) demonstration project. Engineer Research and Development Center (U.S.), March 2021. http://dx.doi.org/10.21079/11681/40022.

Full text
Abstract:
The US Army Corps of Engineers (USACE) maintains breakwaters in Milwaukee Harbor. USACE’s Engineering With Nature® (EWN®) breakwater demonstration project created rocky aquatic habitat with cobbles (10–20 cm) covering boulders (6–8 metric tons) along a 152 m section. A prolific population of Hemimysis anomala, an introduced Pontocaspian mysid and important food source for local pelagic fishes, was significantly (p < .05) more abundant on cobbles versus boulders. Food-habits data of alewife (Alosa pseudoharengus) and rainbow smelt (Osmerus mordax) provided evidence that H. anomala were a common prey item. Night surveys and gill netting confirmed O. mordax preferred foraging on the cobbles (p < .05) and consumed more H. anomala than at the reference site (p < .05). H. anomala comprised a significant portion of the diets of young-of-the-year (YOY) yellow perch (Perca flavescens), YOY largemouth bass (Micropterus salmoides), and juvenile rock bass (Ambloplites rupestris) caught on the breakwater. The natural features’ construction on the breakwater increased the available habitat for this benthopelagic macroinvertebrate and created a novel ecosystem benefiting forage fish and a nursery habitat benefiting nearshore game fish juveniles. These data will encourage the application of EWN concepts during structural repairs at other built navigation infrastructure.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography