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Journal articles on the topic 'Game Engines'

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1

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

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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 Engin
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Normalisa, Normalisa, Pradana Atmadiputra, and Jibran Wafi Prawiko. "Comparing the Developmental Complexity of Different Game Engines by Creating the Same Game Using Two Different Engines." Jurnal Teknologi Sistem Informasi dan Aplikasi 7, no. 2 (2024): 892–96. http://dx.doi.org/10.32493/jtsi.v7i2.41654.

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Game development is often considered to be a vague topic. With many beginner programmers interested in independent game development as an occupation, one must find out where should they start. Determining a first game engine could be a difficult choice for someone, and many beginner programmers hoped that their skills and early experiences could be utilized in the game development environment. Many comparisons do not detail what makes one game engine more difficult to learn than the other, and would only present vague terms such as because one engine can create a more complex game, yet it does
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Salama, Ramiz, and Mohamed Elsayed. "A live comparison between Unity and Unreal game engines." Global Journal of Information Technology: Emerging Technologies 11, no. 1 (2021): 01–07. http://dx.doi.org/10.18844/gjit.v11i1.5288.

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A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Un
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Doyle-Myerscough, Kaelan. "An engine by consent: GBStudio and queer pleasure through (design) restriction." Journal of Gaming & Virtual Worlds 17, no. 1 (2025): 91–100. https://doi.org/10.1386/jgvw_00115_1.

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GBStudio is a JavaScript-based game engine with a compelling restriction: any game produced in the engine must be able to run on a Nintendo Game Boy, allowing users to export their games either to the web or to physical cartridges playable on original hardware. Boasting an intuitive and low-code user interface and a charming retro aesthetic, the engine has inspired a renaissance of small independent games published online and, occasionally, as purchasable Game Boy cartridges. GBStudio is a provocative case study for the emerging fields of engine studies and platform studies: unlike traditional
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Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. http://dx.doi.org/10.31866/2617-796x.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subject matter.
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Razzhivin, A., N. Limanova, and V. Kozlov. "Comparative Analysis of Game Development Tools." Bulletin of Science and Practice, no. 7 (July 15, 2023): 250–52. http://dx.doi.org/10.33619/2414-2948/92/35.

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This article discusses several engines used for game development. Developers use game engines as a tool to manage complex aspects of the gameplay. The article describes several engines: Unity, Unreal Engine and Cry Engine to choose the best one for the initial stages of development. Research has shown that Unity is a suitable engine for small development teams, Unreal Engine is designed to develop high-quality games with intense graphics, while the feature of Cry Engine is to create realistic natural environments.
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Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. https://doi.org/10.31866/2617-796X.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subje
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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.

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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 s
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Burbach, Jörg. "Browser - im Grunde eine Game Engine." IU Discussion Papers Design Architektur und Bau 2, no. 1 (2023): 2. https://doi.org/10.56250/3632.

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Game Engines gibt es bereits seit den 1980er Jahren. Eine der ersten Game Engines wurde vom Team um Shigeru Miyamoto in ihrem Motorrad-Rennen "Excitebike" (NES, 1984) eingesetzt. Später nutzen sie die Engine, um Mario in "Super Mario Bros" (NES, 1985) auf die Sprünge zu helfen. Auf dem Markt gibt es viele Game Engines, jede mit ihren Vor- und Nachteilen. Und jedes aktuelle Spiel benötigt eine Art Game Engine, aber kann das auch der Browser sein?
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An, Dong. "Technology-driven Virtual Production." Revista FAMECOS 29, no. 1 (2022): e43370. http://dx.doi.org/10.15448/1980-3729.2022.1.43370.

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The “subversive” technological drive of game engines for virtual film production is gradually being valued by filmmakers. This technical advantage is manifested in the game engine’s (1) real-time rendering of final pixels (speed and image quality), (2) “post-production in advance” and multi-pipeline for project production, (3) open-source code sharing and plug-ins for VFX. Based on the advantages, this article takes the mainstream Unreal Engine (UE) and Unity as the research objects to clarify the application prospects of game engines in four aspects: digital humans with high fidelity, real-ti
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Pirker, Johanna, Marco Bertini, and Mathias Lux. "Open source for video games." ACM SIGMultimedia Records 12, no. 3 (2020): 1. http://dx.doi.org/10.1145/3548570.3548579.

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Open-source software is a relevant topic in video game development. Taking a look at the most frequently employed game engines for developing Android games [1] we can see that seven out of ten ranked engines are OSS. Over the last decade, more and more game studios and individual developers switched to open-source software. Oliver Franzke from Double Fine Productions described the phenomenon from his point of view at GDC Europe 2013 [2]. For him developing game engines from scratch is too costly, and re-using self-made game engines often involves too much repurposing as they were developed wit
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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.

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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
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Abhishek. S, Ashwin Varghese, Ayibel Thomas, Chris Sajimon Joseph, and Tintu Varghese. "Comparative Analysis on Unreal Engine 5 VS Unity." international journal of engineering technology and management sciences 7, no. 4 (2023): 438–43. http://dx.doi.org/10.46647/ijetms.2023.v07i04.058.

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Unreal Engine 5 and Unity are two popular game development engines widely used in the industry. This research paper presents a detailed comparative analysis of Unreal Engine 5 and Unity, aiming to provide comprehensive insights into their features, performance capabilities, and suitability for game development. Through an in-depth examination of these engines, this study highlights their similarities, differences, and factors that influence their adoption in the game development landscape.
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Szabat, Bartłomiej, and Małgorzata Plechawska-Wójcik. "Comparative Analysis of Selected Game Engines." Journal of Computer Sciences Institute 29 (December 29, 2023): 312–16. http://dx.doi.org/10.35784/jcsi.3771.

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This article presents a comparative analysis of two popular graphic engines, namely Unity and Unreal Engine 5. The objective of the study was to gather insights into the performance and quality of applications developed using these engines. The research involved creating two games, followed by conducting performance tests and collecting user feedback on the quality and performance of these games. The results indicated that the application developed in Unity exhibited superior performance, while the application developed in Unreal Engine 5 received higher user ratings in terms of visual aspects
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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.

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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.
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Rantanen, Toni, Arttu Julin, Juho-Pekka Virtanen, Hannu Hyyppä, and Matti T. Vaaja. "Open Geospatial Data Integration in Game Engine for Urban Digital Twin Applications." ISPRS International Journal of Geo-Information 12, no. 8 (2023): 310. http://dx.doi.org/10.3390/ijgi12080310.

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Increasing interest has recently been shown towards the digital twins of cities. These urban digital twins utilize 3D city models together with other data sources, such as open data, which can be accessed, e.g., through application programming interfaces (APIs). A large amount of open geospatial data is already available through various open data portals and APIs, such as REST and MQTT. Game engines, on the other hand, have been seen as highly potential platforms for urban digital twins, with recent development increasing the useability of geospatial data in game engines. This study explores t
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Marín-Vega, Humberto, Giner Alor-Hernández, Maritza Bustos-López, Ignacio López-Martínez, and Norma Leticia Hernández-Chaparro. "Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review." Future Internet 15, no. 12 (2023): 379. http://dx.doi.org/10.3390/fi15120379.

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Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves around four aspects: (1) existing XR game engines, (2) their primary features, (3) supported serious game attributes, and (4) supported learning activities. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model to conduct the scoping review, which included 40 primary studies published between 2019 and 20
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Riccardo Maria, Bianchi, Claire Adam Bourdarios, Michael Hovdesven, and Ilija Vukotic. "Virtual Reality and game engines for interactive data visualization and event displays in HEP, an example from the ATLAS experiment." EPJ Web of Conferences 214 (2019): 02013. http://dx.doi.org/10.1051/epjconf/201921402013.

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Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using
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Gunawan, Kevin, and Raymond Bahana. "AethelmE, HTML5 Game Engine with Multiple Canvas Elements." Journal of Games, Game Art, and Gamification 1, no. 2 (2021): 57–68. http://dx.doi.org/10.21512/jggag.v1i2.7252.

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Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 (HyperText Markup Language 5) specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called Aet
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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.

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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
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Yatsenko, Valerii, Dmytro Parkhomenko, Oleksandr Kushnerov, Vitaliia Koibichuk, and Kostiantyn Hrytsenko. "COMPARISON OF MODERN GAME ENGINES WITH A CUSTOM CORE FOR NATIVE GAME DEVELOPMENT ON THE ANDROID PLATFORM." Bulletin of National Technical University "KhPI". Series: System Analysis, Control and Information Technologies, no. 1 (13) (July 11, 2025): 88–94. https://doi.org/10.20998/2079-0023.2025.01.13.

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The modern game industry is increasingly focused on mobile platforms, particularly devices based on the ARM architecture, which dominates the smartphone and tablet markets. Developers are actively adapting their engines and tools to this architecture, taking into account its energy efficiency and widespread adoption. In this context, the development of a custom game core that can be installed directly on an Android device without the need for additional engines opens new opportunities for optimization, faster prototyping, and full control over device-level performance. This approach is especia
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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 (2017): 1–22. http://dx.doi.org/10.4018/jitr.2017100101.

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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
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Ekströmer, Philip, Renee Wever, Patrik Andersson, and Johan Jönsson. "Shedding Light on Game Engines and Virtual Reality for Design Ideation." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 2003–10. http://dx.doi.org/10.1017/dsi.2019.206.

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AbstractWhile pen-and-paper sketches is generally considered the best tool for design ideation, there are certain areas of design where the ideas being generated do not easily lend themselves to sketching. This study reports on two cases that explores the use of game engines in combination with Virtual Reality (VR) to visualize lighting in the automotive industry. In the first case, the exterior lights of a car were visualized using Unreal Engine 4 and evaluated using research through design and expert interviews. In the second case, Unreal Engine VR Editor was used to explore ideation and con
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Andrade, A. "Game engines: a survey." EAI Endorsed Transactions on Game-Based Learning 2, no. 6 (2015): 150615. http://dx.doi.org/10.4108/eai.5-11-2015.150615.

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Marcano, Patricia. "BEYOND GAME ENGINES\r." Arsenal: The Undergraduate Research Journal of Augusta University 5, no. 1 (2023): 46. http://dx.doi.org/10.21633/issn.2380.5064/s.2023.05.01.46.

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Carbonell-Carrera, Carlos, Jose Luis Saorin, and Dámari Melián Díaz. "User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching." Land 10, no. 5 (2021): 492. http://dx.doi.org/10.3390/land10050492.

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Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer an immersive 3D geovisualization mode through Virtual Reality technology, which, in addition, can be motivating for the student. Game engines allow designing the scenarios where videogames take place, but game engines can also be used for geovisualization tasks in landscape design teaching enviro
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Mishra, Prerna, and Urmila Shrawankar. "Comparison between Famous Game Engines and Eminent Games." International Journal of Interactive Multimedia and Artificial Intelligence 4, no. 1 (2016): 69. http://dx.doi.org/10.9781/ijimai.2016.4113.

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Linares Barbero, Manuela, MARIA DOLORES GALLEGO PEREIRA, and SALVADOR BUENO AVILA. "ANALYZING THE CRITICAL SUCCESS FACTORS IN THE ONLINE-GAME DEVELOPMENT: A FRAMEWORK PROPOSAL USING THE DELPHI-TOPSIS METHOD." DYNA DYNA-ACELERADO (April 3, 2023): [ 7 pp]. http://dx.doi.org/10.6036/10829.

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The online-game industry has increased exponentially in the last years, boosted by the global pandemic crisis, and it´s expected to continue growing. Moreover, specialized software (game engines) is used to develop online-games. This fast growth of both, online-game industry and game engines, shows the convenience for a better understanding of online-games´ development. Thus, this paper aims to define a critical success factors (CSF) framework in developing online-games, and it combines the Delphi and TOPSIS methodology. Concretely, its application follows. First, CSF were recognized from the
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Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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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 engin
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Buhammood, A. H., Henry Abanda, Peter Garstecki, M. B. Manjia, Chrispin Pettang, and Abdulrasheed Madugu Abdullahi. "Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement." International Journal of Gaming and Computer-Mediated Simulations 12, no. 4 (2020): 38–63. http://dx.doi.org/10.4018/ijgcms.2020100103.

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Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This st
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Bondar, Alexey Olegovich, and Vlada Vladimirovna Kugurakova. "Problems, Solutions and Perspectives of Automated Transfer of Game Scenes between Game Engines." Russian Digital Libraries Journal 28, no. 2 (2025): 213–43. https://doi.org/10.26907/1562-5419-2025-28-2-213-243.

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This article examines the technical challenges involved in transferring game scenes between various game engines. It analyzes the key issues arising from differences in scene formats, incompatibilities in rendering and physics APIs, as well as problems in converting materials, shaders, and animation data, and discrepancies in coordinate systems. Existing tools and methods, including automated solutions for exporting, converting, and importing data, are presented with a particular focus on migrating content from Unreal Engine to Unigine. Furthermore, the paper discusses fundamental approaches t
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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.

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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 arou
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Abramowicz, Kamil, and Przemysław Borczuk. "Comparative analysis of the performance of Unity and Unreal Engine game engines in 3D games." Journal of Computer Sciences Institute 30 (March 20, 2024): 53–60. http://dx.doi.org/10.35784/jcsi.5473.

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The article compared the performance of the Unity and Unreal Engine game engines based on tests conducted on two nearly identical games. The research focused on frames per second, CPU usage, RAM, and GPU memory. The results showed that Unity achieved a better average frame rate. Unreal Engine required more RAM and GPU resources. Analyzing CPU load values revealed that on the first system, Unity demanded less CPU usage. However, on the second system, Unreal Engine used over 10 percentage points less CPU. The conclusions from the research partially confirm the hypothesis that Unity requires fewe
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Keil, Julian, Dennis Edler, Thomas Schmitt, and Frank Dickmann. "Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines." KN - Journal of Cartography and Geographic Information 71, no. 1 (2021): 53–65. http://dx.doi.org/10.1007/s42489-020-00069-6.

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AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to
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Szelug, Wojciech. "Comparative analysis of the performance of the Flax engine and Unity." Journal of Computer Sciences Institute 25 (December 30, 2022): 358–61. http://dx.doi.org/10.35784/jcsi.3023.

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This article compares the two game engines Unity and Flax engine. The research consisted in comparing the efficiency of individual engines using two similar applications. The first one generates from several hundred to several thousand physical objects and examines the efficiency of engines in terms of physics simulations. The second application generates a forest area filled with the same tree model. The application aims to study the behavior of the engine for various graphics settings. In both applications, parameters such as the number of frames per second, consumption of the processor, gra
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Carbonell-Carrera, Carlos, Peri Gunalp, Jose Luis Saorin, and Stephany Hess-Medler. "Think Spatially With Game Engine." ISPRS International Journal of Geo-Information 9, no. 3 (2020): 159. http://dx.doi.org/10.3390/ijgi9030159.

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Spatial thinking and spatial orientation skills are involved in tasks related to the recognition of landforms, mapping, spatial interpretation, and landscape analysis, and can be developed with specific training. Game engines can facilitate the creation of 3D virtual landforms and provide powerful rendering engines for the graphical representation of landscapes from a first-person perspective. In the present research, 27 engineering students participated in a workshop in a first-person virtual environment using landforms created with a game engine. The Spatial Thinking Ability Test and the Per
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Toftedahl, Marcus. "Localization Tools in General Purpose Game Engines: A Systematic Mapping Study." International Journal of Computer Games Technology 2021 (July 22, 2021): 1–15. http://dx.doi.org/10.1155/2021/9979657.

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This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits
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Cardona-Rivera, Rogelio E., José P. Zagal, and Michael S. Debus. "Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (2022): 10–17. http://dx.doi.org/10.1609/aiide.v18i1.21942.

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Game system models introduce abstractions over games in order to support their analysis, generation, and design. While excellent, models to date leave tacit what they abstract over, why they are ontologically adequate, and how they would be realized in the engine underlying the game. In this paper we model these abstraction gaps via the first-order modal mu-calculus. We use it to reify the link between engines to our game interaction model, a player-computer interaction framework grounded in the Game Ontology Project. Through formal derivation and justification, we contend our work is a useful
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Park, Haechan, and Nakhoon Baek. "Developing an Open-Source Lightweight Game Engine with DNN Support." Electronics 9, no. 9 (2020): 1421. http://dx.doi.org/10.3390/electronics9091421.

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With the growth of artificial intelligence and deep learning technology, we have many active research works to apply the related techniques in various fields. To test and apply the latest machine learning techniques in gaming, it will be very useful to have a light-weight game engine for quick prototyping. Our game engine is implemented in a cost-effective way, in comparison to well-known commercial proprietary game engines, by utilizing open source products. Due to its simple internal architecture, our game engine is especially beneficial for modifying and reviewing the new functions through
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Elshan Hasanov, Samir Guliyev, Elshan Hasanov, Samir Guliyev. "ENHANCING GAME ENGINE PERFORMANCE THROUGH MULTITHREADING." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 38, no. 03 (2024): 524–35. http://dx.doi.org/10.36962/pahtei38032024-524.

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Today, game engines play a significant role in the modern gaming world, with possible multithreading techniques being pivotal in optimizing gaming performance and overcoming performance bottlenecks. This paper discusses a worthwhile approach to increasing game engine performance by leveraging effective multithreading principles, along with the issues that need to be considered in the design of a multithreaded game engine and aims to contribute to the continuing evolution of game development. Through an ideal integration of data and task parallelisms in a well-balanced engine, developers can fu
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Ciekanowska, Agata, Adam Kiszczak - Gliński, and Krzysztof Dziedzic. "Comparative analysis of Unity and Unreal Engine efficiency in creating virtual exhibitions of 3D scanned models." Journal of Computer Sciences Institute 20 (September 30, 2021): 247–53. http://dx.doi.org/10.35784/jcsi.2698.

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The main purpose of this work was to compare two game engines (Unreal Engine and Unity) in creating virtual exhibitions. The article is a scientific description of a test of their efficiency. For the needs of the research two identical test applications built on the basis of the same assets were created. Those applications enabled researchers to examine and compare the efficiency of engines in question, as well as familiarizing themselves with the workflow on each platform. The comparative analysis of gathered data let more effective solution to emerge, which happens to be Unity engine.
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Telang, Shree, Anirudh Patki, Anant Kale, Prathamesh Jadhav, and Gayatri Mujumdar. "Shooting Game Using Unreal Engine." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (2023): 398–403. http://dx.doi.org/10.22214/ijraset.2023.49425.

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Abstract: In the realm of software engineering, the gaming industry is experiencing rapid growth, with shooter games emerging as one of the most popular genres for independent video game developers. These games are characterized by their fast-paced action, requiring a combination of skills from players, including strategic thinking, hand-eye coordination, and quick reflexes. To develop such games, developers can choose from a range of game engines, including Unity3D, Unreal Engine, Game Maker, and Godot, each offering access to a comprehensive suite of technologies and tools. Among these engin
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Xie, Yuhang, Yihong Chen, Ziyi Wang, and Yangjun Ou. "AI intelligent wayfinding based on Unreal Engine 4 static map." Journal of Physics: Conference Series 2253, no. 1 (2022): 012016. http://dx.doi.org/10.1088/1742-6596/2253/1/012016.

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Abstract The development of games is closely related to the development of game engines. Unreal Engine is a mainstream game development engine. Unreal Engine has a powerful lighting rendering function and blueprint programming system.Therefore, using Unreal Engine for game development will better meet the requirements of modern game users for game quality and game content. In games, the AI path-finding system is often the core of a game. However, the path-finding component of the unreal engine is usually only applies to three-dimensional game and is used for intelligent path-finding in dynamic
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Harisman, Hendra, Phillip Stothard, and Nurul Aflah. "Developing a Computer Simulation Game as a Training Tool for Mine Self-Escape in Underground Coal Mine." Aceh International Journal of Science and Technology 10, no. 1 (2021): 18–22. http://dx.doi.org/10.13170/aijst.10.1.18752.

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– Gaming technology has been growing these years rapidly. The game engines have the capability of creating a very realistic virtual environment model. This technology can also be used for mining purposes. In this research, the game engine is specifically used to develop a mine self-escape simulation game for training purposes. The game engine which is used to develop the simulation game is Unreal Engine 3. The main advantage of using such a simulation game as a training tool is because it allows the trainee to experience a dangerous situation while not being put in danger. This kind of trainin
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Würstle, P., R. Padsala, T. Santhanavanich, and V. Coors. "VIABILITY TESTING OF GAME ENGINE USAGE FOR VISUALIZATION OF 3D GEOSPATIAL DATA WITH OGC STANDARDS." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences X-4/W2-2022 (October 14, 2022): 281–88. http://dx.doi.org/10.5194/isprs-annals-x-4-w2-2022-281-2022.

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Abstract. Urban digital twins have become an essential factor for cities and communities to visualize, simulate and analyze data. The conventional geospatial standards work great with online platforms such as CesiumJS or ArcGIS API for JavaScript. However, their usage in different platforms such as game engines has not been well established yet. Game engines provide an interesting application case because they offer a different approach to visualizing large city models and provide a high graphical fidelity.This paper aims to answer how the existing standards, such as the API standards GeoVolum
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Ullman, Tomer D., Elizabeth Spelke, Peter Battaglia, and Joshua B. Tenenbaum. "Mind Games: Game Engines as an Architecture for Intuitive Physics." Trends in Cognitive Sciences 21, no. 9 (2017): 649–65. http://dx.doi.org/10.1016/j.tics.2017.05.012.

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Laksono and Aditya. "Utilizing A Game Engine for Interactive 3D Topographic Data Visualization." ISPRS International Journal of Geo-Information 8, no. 8 (2019): 361. http://dx.doi.org/10.3390/ijgi8080361.

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Developers have long used game engines for visualizing virtual worlds for players to explore. However, using real-world data in a game engine is always a challenging task, since most game engines have very little support for geospatial data. This paper presents our findings from exploring the Unity3D game engine for visualizing large-scale topographic data from mixed sources of terrestrial laser scanner models and topographic map data. Level of detail (LOD) 3 3D models of two buildings of the Universitas Gadjah Mada campus were obtained using a terrestrial laser scanner converted into the FBX
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Chebanyuk, Olena, and Mykhailo Mushynskyi. "Rendering Optimization Approach for Game Engine Development." Information Theories and Applications 28, no. 2 (2021): 157–77. http://dx.doi.org/10.54521/ijita28-02-p04.

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The article is devoted to the problem of creating a software tool for optimizing rendering in game engines, which will help users to quickly and easily configure their projects. The tool provides a centralized simple interface to the rendering tools built into a game engine. The key possibility of the tool is the management of visual effects, such as Bloom, Volumetric Shadow, Ambient Occlusion, etc. There is also an opportunity to use profilers and get a critical information for project optimization.
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Gazis, Alexandros, and Eleftheria Katsiri. "Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements." WSEAS TRANSACTIONS ON COMPUTER RESEARCH 11 (March 22, 2023): 10–22. http://dx.doi.org/10.37394/232018.2023.11.2.

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Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly popular due to their ability to simultaneously educate and entertain users. In this review, we provide a comprehensive overview of the different types of digital games and expand on the serious games genre while focusing on its various applications. Furthermore, we present the most widely used game engines used in the game development industry and extend the Un
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Aliaga, Camila, Cristian Vidal, Gabriel K. Sepulveda, Nicolas Romero, Fernanda González, and Nicolas A. Barriga. "Level Building Sidekick: An AI-Assisted Level Editor Package for Unity." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 392–99. http://dx.doi.org/10.1609/aiide.v19i1.27535.

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Developing an original video game requires high investment levels, market research, cost-effective solutions, and a quick development process. Game developers usually reach for commercial off-the-shelf components often available in the engine's marketplace to reduce costs. Mixed-initiative authoring tools allow us to combine the thoughtful work of human designers with the productivity gains of automated techniques. However, most commercial AI-assisted Procedural Content Generation tools focus on generating small independent components, and standalone research tools available for generating ful
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