Academic literature on the topic 'Video game engine'

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Journal articles on the topic "Video game engine"

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Pirker, Johanna, Marco Bertini, and Mathias Lux. "Open source for video games." ACM SIGMultimedia Records 12, no. 3 (September 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 with one specific game in mind. Existing third-party game engines might not support all features needed, and requesting new features or APIs from the developers is a tedious effort. In contrast to that, an open-source game engine is typically stable, extendable, and - in the best case - has a lively community accepting patches and helping out problems. Best of all, if a bug in the game engine is found or a feature is needed, one can fix it and compile it instead of filing a bug report or feature request and hoping for the next release of the engine being in time for the release of the own project. Epic Games was one of the first AAA game engine developers to publish the source code of their Unreal Engine [3] in 2015 to let game developers investigate critical parts and send in patches and file bug reports. However, they did not change their model to OSS. Amazon (with the Lumberyard engine), Unity, and Crytek (with the CryEngine) follow similar models, where the source code is available for developers, but no open-source license is used. Other prominent source code releases included the famous id Tech engines, which powered games like Doom and Quake, and the Serious Sam Engine from Croteam [4, 5]. In both cases, they were made available GPL license for historical and educational purposes and developers never released the most recent version of their engines. These engines are not used only to develop games, but also to implement simulators that can be used to create datasets used in research, like CARLA [19] (a simulator for autonomous driving research) or UnrealCV [20], that are both based on Unreal Engine.
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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 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.
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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 (March 31, 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 engines, Unity3D stands out as an integrated development tool, commonly used to create interactive content, such as video games and real-time 3D animations. Its user-friendly interface and cross-platform capabilities make it an ideal choice for independent developers, while its extensive library of assets provides a wealth of resources for creating engaging and immersive shooter games. This paragraph, with its professional tone, would be suitable for inclusion in a project abstract or other formal documents related to the field of software engineering. Our project demonstrates the creation of a video game using Unreal Engine and an agile methodology, which consists of four stages: preproduction, production, testing, and post-production. Through careful planning and execution, we were able to create a high-quality game in a short period of time with limited resources. This methodology has proven to be efficient, economical, and sustainable, reducing development costs and ensuring faster time to market. Our project showcases the applicability of this methodology, reinforcing our belief that adopting agile methodologies can lead to successful and sustainable projects in the gaming industry.
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Shelare, Mitali, Devyani Deshmukh, and Dr Sanjay Shitole. "A Survival Horror Game RIDE OUT." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 1746–50. http://dx.doi.org/10.22214/ijraset.2022.42527.

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Abstract: In the Field of Software Engineering, Gaming is the fastest growing field and even more rapidly growing sector of game development the coming years are difficult to predict. Survival horror video games (SHVGs) are among the fastest-growing genres for independent video game developers. With horrific cinematic elements and fear-inducing characteristics, survival horror video games create a terrifying experience for users within a virtual environment. There are various game engines where we are able to create such amazing games such as in Unity3d, Unreal Engine, Game Maker, Godot, and more provide access to the identical technologies and tools available to large game developers. Unity3D Game Engine is an integrated development tool which is used to create interactive contents like video games, architectural visualization and real-time 3D animations. This paper studies about the Horror Survival game ‘RIDE OUT’ which we attempt to build for people to experience the horror and thrill within the virtual environment and hence the way it’s designed with horrific cinematic elements and fear-inducing characteristics. For the survival horror game, the plan goes: everything from building a scene and lighting, ending with battle mechanics and the design of game menus, create graphical effects, control the physical behavior of objects or even implement a custom AI system for characters in the game and much more. Keywords: survival horror video game, game development, AI, fear, game design, gameplay.
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Perdana, Muhammad Herdiansyah Putra, Pratama Wirya Atmaja, and Henni Endah Wahanani. "PEMBUATAN GAME TOWER DEFENSE HEROES CONQUEST MENGGUNAKAN UNITY." Prosiding Seminar Nasional Informatika Bela Negara 2 (November 25, 2021): 78–87. http://dx.doi.org/10.33005/santika.v2i0.112.

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Video game merupakan salah satu sarana hiburan yang sudah tidak asing lagi untuk semua orang dan sangat di gemari oleh banyak orang dari segala usia. Hal itu disebabkan video game dapat diakses tidak hanya melalui PC ataupun konsol, tetapi juga melalui ponsel pintar. Seringkali game juga dimanfaatkan untuk menghilangkan stress karena game dianggap seru dan menyenangkan. Ada sebuah riset untuk mengetahui apakah sebuah game mampu untuk menghilangkan stress. Riset dilakukan dengan mewawancarai 1.000 gamer tentang pandangan mereka terhadap game. Hasilnya, periset menemukan bahwa 55 persen perserta riset bermain video game karena membantu mereka untuk menghilangkan stres. Video game juga memiliki banyak genre (tipe), salah satunya adalah strategy. Strategy game adalah sebuah video game yang hasil akhirnya ditentukan dari cara apa yang dipilih oleh pemain. Genre strategy ini memiliki beberapa sub-genre, salah satunya adalah Tower Defense. Berdasarkan penjelasan tersebut maka penulis memilih untuk merancang game Heroes Conquest. Game Heroes Conquest adalah game yang ber-genre Tower Defense. Pemain diharuskan untuk melindungi base atau markas dari musuh-musuh yang berjalan ke dalam base dengan cara mengeluarkan tower untuk menyerang musuh-musuh tersebut. Demi terwujudnya perancangan dan pembuatan game ini. Maka diperlukan juga engine game maker yang mumpuni. Unity3D dipilih sebagai engine game untuk membuat game Heroes Conquest karena unity3D merupaka game engine yang support multi-platform build dan juga mampu mebuat game baik 2D, 2.5D, 3D.
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Chover, Miguel, Carlos Marín, Cristina Rebollo, and Inmaculada Remolar. "A game engine designed to simplify 2D video game development." Multimedia Tools and Applications 79, no. 17-18 (January 14, 2020): 12307–28. http://dx.doi.org/10.1007/s11042-019-08433-z.

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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 (October 19, 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 AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing of multiple HTML5 game engines, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.
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Bambang Irawan and Azki Ramadhan. "Pengembangan Video Permainan Prisoner’s Dilemma 2D Platformer Dengan Menggunakan Unreal Engine." KALBISCIENTIA Jurnal Sains dan Teknologi 11, no. 01 (April 5, 2024): 54–62. http://dx.doi.org/10.53008/kalbiscientia.v11i01.3280.

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Industri video game telah tumbuh pesat dalam beberapa dekade terakhir, terutama dengan dominasi permainan 3D. Namun, game 2D dapat menjadi alternatif menarik dalam industri yang didominasi oleh permainan 3D. Penelitian ini bertujuan untuk mengembangkan game 2D dengan mengintegrasikan teori permainan "Prisoner's Dilemma" untuk menciptakan pengalaman bermain yang menarik bagi pemain. Teknik agile digunakan dalam pengembangan penulisan ini dikarenakan fleksibilitas dari pendekatan ini memungkinkan reaksi cepat terhadap perubahan kebutuhan pengembangan perangkat lunak. Setelah permainan dikembangkan dan diuji menggunakan Black Box Testing dan survey, maka dapat disimpulkan bahwa game Prisoner’s dilemma adalah game interaktif yang menarik dari segi pertarungan dan alur cerita cabang. Selanjutnya, umpan balik dari pemain disertakan melalui kuesioner dengan 28 responden. Hasilnya menunjukkan bahwa video game ini memiliki tampilan (UI) yang menarik, tingkat kesulitan yang cukup, dapat dijalankan dengan mudah pada komputer, kontrol yang mudah dioperasikan, dan mampu meningkatkan minat pemain untuk mencoba video game 2D lainnya.
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Toshev, Oleksandr, Oleksii Maksymov, Maksym Kiriakidi, and Maksym Maksymov. "Missile Strike Simulation in a Video Game Engine." Energy engineering and control systems 10, no. 1 (2024): 43–55. http://dx.doi.org/10.23939/jeecs2024.01.043.

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In the field of modern computer gaming (especially within the genre of war-game strategies, realistic first-person shooters and other warfare games) the complexity of virtual naval warfare mechanics and strategies significantly increases. There is a growing demand for advanced simulation tools to provide more immersive experience and more complex gameplay for all players. The goal of this research is to create a model and tool that can accurately predict the impact of anti-ship missiles on ships engaged in different game scenarios, considering a wide range of battle conditions. By encompassing a broad array of missile types, landing strategies, ship classes, aircraft types, reconnaissance options, electronic warfare technologies and various anti-air and missile defense systems, the simulation includes both offensive and defensive maneuvers to make sure that anti-ship missiles are important within the game scenarios. Firstly, the research focuses on enhancing prediction models for calculating the damage inflicted by missile strikes on opposing naval forces. Secondly, it seeks to refine algorithms for determining the required number of missiles to prevent rival player advances, thereby maximizing operational efficiency and effectiveness in defensive missions.
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Dharmawan, Eka Adhitya, and Joe Richie M. Roos. "RANCANG BANGUN APLIKASI VIDEO GAME FIRST PERSON SHOOTER MENGGUNAKAN ENGINE UNITY." JURNAL SIMETRIK 13, no. 1 (June 26, 2023): 661–68. http://dx.doi.org/10.31959/js.v13i1.1506.

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Video Game sebagai sebuah media telah menjadi hal yang besar dalam entertainment umum saat ini, dengan First-person Shooter sebagai salah satu genre paling populer untuk dimainkan saat ini. Sedangkan Perang Dunia Dua sebagai sebuah konflik ialah salah satu peperangan terbesar dalam sejarah manusia, adalah periode yang sangat populer bagi games untuk dijelajahi. Game ini didasari oleh periode tersebut, menampilkan kejadian perang di Ambon pada tahun 1942 yang pendek namun decisive melalui media sebuah game First-person Shooter. Game ini berjalan menggunakan Unity3D sebagai game engine. Sebuah game engine yang gratis dan gampang digunakan oleh masyarakat umum, Unity menyediakan pembelajaran yang gampang untuk membuat dan merancang sebuah game bagi siapa saja. Media Development life Cycle sendiri adalah metode penelitian yang akan digunakan untuk pengembangan game ini, dengan pengembangan ini terdiri atas 6 tahapan, seperti Konsep, Desain, Pengumpulan Material, Perakitan, Pengujian dan Distribusi. Perancangan game ini menghasilkan sebuah video game yang terbilang cukup immersive dengan lingkungannya, dengan pandangan first-person memberikan perspektif yang nyata tentang rasanya menjadi seorang tentara sekutu pada masa itu. Game ini menyenangkan namun juga menantang, game ini dapat dinikmati oleh remaja dan orang dewasa muda yang memiliki minat kepada video game, serta memberikan secara sekilas sebuah cerita tentang sesuatu yang terjadi di masa lalu.
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Dissertations / Theses on the topic "Video game engine"

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Mortazavi, Ravari Seyed Siavash. "Before Eternity: An Adventure Game Inspired by Sufi Mysticism." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.

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Before Eternity is a short 3D adventure game that addresses the purpose of our earthly lives, inspired by the Sufi poet Rumi. To support its mystical theme, the design employs impressionistic elements and symbolic activities which deliberately defy many conventions of traditional adventure games. This report explains the design and implementation of the game, as well as its technical and production aspects.
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Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

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This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.

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Mendel, Oskar, and Jesper Bergström. "SIMD Optimizations of Software Rendering in 2D Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88989.

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Optimizing rendering is one of the greatest challenges faced by game developers. Most game engines make use of hardware rendering which uses technology specifically built for rendering. Before such hardware existed, game developers had to rely on the CPU to render their games. This is known as software rendering. Software rendering is not commonly used nowadays but has been seen in cases such as a backup for when the end users machine does not support the hardware based renderer of the application. Since the CPU is not purposely built for rendering, unlike the GPU, the developer has to perform optimizations to make the renderer more efficient in terms of speed. In this thesis, we present an approach which is a subset of parallel programming called Single Instruction, Multiple Data. This technique operates on vector based registers which means operations can be performed on multiple pieces of data at once. This is applied to an already built game engine in order to optimize its rendering. The results show a speed-up of 90.5% and a framerate increase from 30 frames per second to 133 frames per second within the rendering routine.
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Wallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.

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This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. The participants did not know what they were auditioning, and in a form filled out after the play test they assessed the differences in the level parts’ responsiveness and their preference. From this form no significant benefit or drawback was found to the game’s responsiveness, and no significance was found to the participants’ preference toward either sound effect implementation. The study’s conclusions are that these physically inspired models could be used as a mean of implementation for melee weapon sound effects if the sounds used or the game setting would suit this approach, or if this would be the artistic wish of the game developers.
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Quarantini, Enrico. "Progettazione e sviluppo di video-giochi per Smart-Phone: un caso di Studio su iPhone." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3521/.

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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past.
Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
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Andersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.

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For a long time, the function of the musical score has been to support activity in video games, largely by reinforcing the drama and excitement. Rather than leave the score in the background, this project explores the interaction possibilities of an adaptive video game score using real-time modulation of granular synthesis. This study evaluates a vertically re-orchestrated musical score with elements of the score being played back with granular synthesis. A game level was created where parts of the musical score utilized one granular synthesis stem, the parameters of which were controlled by the player. A user experience study was conducted to evaluate the granular synthesis interaction. The results show a wide array of user responses, opinions, impression and recommendations about how the granular synthesis interaction was musically experienced. Some results show that the granular synthesis stem is regarded as an interactive feature and have a direct relationship to the background music. Other results show that interaction went unnoticed. In most cases, the granular synthesis score was experienced as comparable to a more conventional game score and so, granular synthesis can be seen a new interactive tool for the sounddesigner. The study shows that there is more to be explored regarding musical interactions within games.

For contact with the author or request of videoclips, audio or other resources

Mail: olliver.andersson@gmail.com

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Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique." Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.

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Cette thèse porte sur l'apprentissage par la création de jeu vidéo ou Game Development Based Learning (GDBL) en classe de seconde en France. A travers la création d'un jeu vidéo, les élèves travaillent des compétences disciplinaires et transversales. Mais cette activité est relativement complexe à mettre en place et à évaluer. L'enseignant doit réussir à identifier les compétences mobilisées, à faire le lien avec sa discipline, tandis que les élèves s'initient à la conception de jeu et aux outils de production. L’enjeu de cette recherche est de proposer des méthodologies de conception et de production de templates de jeu à visée pédagogique afin de faciliter la prise en main technique et pédagogique de l’atelier de création de jeu vidéo par les enseignants et les élèves
This thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
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Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.

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Realistic interactions with sound objects in video games are a contributing factor to the overall immersion. Car engine sound design is an area where the auditory feedback from driving would have an impact on that immersion. For this study, three methods for designing car engine sounds are evaluated. A traditional method in the game sound industry is to use several sampled audio recordings for the reproduction of engine sounds, which is in this study represented as a sample-based model. The sample-based model is evaluated together with a model using granular synthesis in an in-game scenario. A less common method is to use physical modeling, which is in this study evaluated together with the other two models in a listening test. Results show the granular synthesis model to be the most realistic, and the physical model to be the least preferred.
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Books on the topic "Video game engine"

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Brusca, Victor G. Introduction to Video Game Engine Development. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4.

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

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Eberly, David H. 3D Game Engine Architecture. San Diego: Elsevier Science, 2009.

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Blackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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1976-, Jenkins Christopher James, ed. Introductory programming with simple games: Using Java and the Freely available networked game engine. Hoboken, NJ: John Wiley & Sons, 2010.

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Hodgson, David S. J. Castlevania: Official Strategy Guide. Westlake Village, CA: Millennium Publications, Inc., 1999.

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author, Winner Matthew C., ed. Teach math with the Wii: Engage your K-7 students through gaming technology. Eugene, Oregon: International Society for Technology in Education, 2013.

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Sepowski, Stephen J., ed. The Ultimate Hint Book. Old Saybrook, CT: The Ultimate Game Club Ltd., 1991.

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Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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Freedman, Eric. Persistence of Code in Game Engine Culture. Taylor & Francis Group, 2020.

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Book chapters on the topic "Video game engine"

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Brusca, Victor G. "Game Screens." In Introduction to Video Game Engine Development, 277–98. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_14.

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Brusca, Victor G. "Game Screen Classes." In Introduction to Video Game Engine Development, 183–202. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_8.

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Brusca, Victor G. "PongClone Game Screen." In Introduction to Video Game Engine Development, 339–70. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_18.

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Brusca, Victor G. "Game Build Introduction." In Introduction to Video Game Engine Development, 301–5. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_15.

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Brusca, Victor G. "Conclusion." In Introduction to Video Game Engine Development, 371–74. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_19.

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Brusca, Victor G. "Static Main Entry Point." In Introduction to Video Game Engine Development, 209–37. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_10.

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Brusca, Victor G. "PongClone Main Menu Screen." In Introduction to Video Game Engine Development, 327–38. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_17.

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Brusca, Victor G. "Other Classes." In Introduction to Video Game Engine Development, 91–100. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_4.

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Brusca, Victor G. "Widget Classes." In Introduction to Video Game Engine Development, 133–66. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_6.

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Brusca, Victor G. "Resource Loading." In Introduction to Video Game Engine Development, 267–75. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_13.

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Conference papers on the topic "Video game engine"

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Guzdial, Matthew, Boyang Li, and Mark O. Riedl. "Game Engine Learning from Video." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/518.

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Intelligent agents need to be able to make predictions about their environment. In this work we present a novel approach to learn a forward simulation model via simple search over pixel input. We make use of a video game, Super Mario Bros., as an initial test of our approach as it represents a physics system that is significantly less complex than reality. We demonstrate the significant improvement of our approach in predicting future states compared with a baseline CNN and apply the learned model to train a game playing agent. Thus we evaluate the algorithm in terms of the accuracy and value of its output model.
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Visutsak, Porawat, and Somkid Soottitantawat. "The repertory grid game-based learning: a knowledge engineering technique embedded in RPG game-engine." In 2018 International Conference on Image, Video Processing and Artificial Intelligence, edited by Ruidan Su. SPIE, 2018. http://dx.doi.org/10.1117/12.2504521.

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Chen, Pingping, Min Zou, Xiaoran Geng, Jianyong Su, and Dingying Tan. "Development of educational game based on Cocos2d-JS engine." In The Second International Conference on Image, Video Processing and Artificial Intelligence, edited by Ruidan Su. SPIE, 2019. http://dx.doi.org/10.1117/12.2544580.

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Daniela Gomez Rios, Monica, Kerlly Araujo, Felipe Castro, and Miguel Angel Quiroz Martinez. "Evolution in videogame graphics: an approach between reality approach and user perspective." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004535.

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Technological progress in the video game industry has become increasingly visible at the time of consuming games, these tend to try to be more realistic either by the ambition of the developers or by request of the community of each video game; this approach to reality can be in various forms, the main one that we study in this work is in the graphic section, in-game mechanics, history and interaction with the game. Based on the existing intrigue of how video games today can be indistinguishable from life itself in their technical and graphical section, as well as being able to create emotional, immersive, and exciting stories; in this article, we analyze how these games can approach reality through everything they can offer us, analyzing the technologies that are currently used to make this possible and how we as users can perceive it as accurate. We use an analytical-descriptive methodology, using Scopus, IEEE, IGN, Google Scholar, and WoS databases. Thus, the purpose of this study is to review how video games increasingly come to resemble reality both in the technical/graphic section and in how users perceive that approach through the coherent narrative of the game. The results of this article show how the graphics engine has perfected the details such as particles, photo illumination, and environments; while artificial intelligence works with great support and improvement for greater power in the frames in addition to helping to refine the hyperrealism achieved by the graphics engine; for its part also the analysis of the behaviour of players when interacting with video games and that these transmit that immersive and authentic feeling at the time of consuming them. Concluding that the technologies of the games have had a significant advance in their graphical sections that now to see a scanned photo of nature is very complicated to differentiate it from an actual photo of some landscape.
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Geisler, Benjamin J., Frank J. Mitropoulos, and Shane Kavage. "GAMESPECT: Aspect Oriented Programming for a Video Game Engine using Meta-languages." In SoutheastCon 2019. IEEE, 2019. http://dx.doi.org/10.1109/southeastcon42311.2019.9020369.

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Cobos, Miguel, and Daniel Ripalda. "Production of educational videogame from the design document." In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100996.

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This work aims to promote environmental awareness in children, as a philosophy of life, to promote a culture of care for the ecosystem in their family and social environment. From the field of video games, we wanted to achieve the proposed objective, for this we started from the design document, based on Rogers' model. Prototypes were developed, levels were designed, resources were placed in the scenario, physics and mechanics were tested. The agile Scrum methodology and the Unity video game engine with C# scripts were considered for the development. The video game consists of a superhero of nature with three levels, was generated in its initial phase to be tested with the target audience. The results obtained from a control group of children from 7 to 10 years old are presented. A user experience evaluation method was applied by inspection to obtain results related to usability heuristics, Gestalt principles, interactions, and perception of aesthetics.
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Stephenson, Matthew, Jochen Renz, and Xiaoyu Ge. "The Computational Complexity of Angry Birds (Extended Abstract)." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/716.

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In this paper we present several proofs for the computational complexity of the physics-based video game Angry Birds. We are able to demonstrate that solving levels for different versions of Angry Birds is either NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard, depending on the maximum number of birds available and whether the game engine is deterministic or stochastic. We believe that this is the first time that a single-player video game has been proven EXPTIME-hard.
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A., Carreaud, Deillon Y., and Gressin A. "Automating Image Labeling for Remote Sensing Using Cadastral Database and Video Game Engine Simulation." In IGARSS 2023 - 2023 IEEE International Geoscience and Remote Sensing Symposium. IEEE, 2023. http://dx.doi.org/10.1109/igarss52108.2023.10281588.

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Xu, John, and John Morris. "Procedural Generation in 2D Metroidvania Game with Answer Set Programming." In 13th International Conference on Computer Science, Engineering and Applications (CCSEA 2023). Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130511.

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Video game designers often find themselves at a crossroad when designing levels; namely, many have a difficult time balancing the amount of control they want to have over what their levels look like [1]. If too little control is given, like in the case of pure perlin-noise generation, levels can end up with too much variation and unideal generations [2]. Softlock is an example of unideal generation in the case of metroidvania games, if the placement of keys cannot be easily controlled and end up being placed behind gates, the players can get permanently stuck [3]. Developers may usually hand-make all levels in order to try and prevent this from happening, however they risk spending too much effort and time on designing levels, resulting in a general lack of quantity in levels. Objectively speaking, both methods have their strengths and work well in specific genres of games, but limiting oneself to the boundaries of these methods does not fundamentally achieve both quantity and accuracy. This paper proposes an unique solution to this dilemma, providing automated generation of levels while also giving developers much more control over the overall output. Our method uses Answer Set Programming (ASP) to verify generation based on restrictions we place, guaranteeing the outcome to be what we want [4]. To demonstrate our method, we applied our solution to a 2D metroidvania game made in the Unity game engine and conducted quantitative tests to assess how well our method works as a level generator [5].
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Kanda, Keisuke, Hiromi Ishiwatari, and Keiichi Watanuki. "Relationship between Bird's-Eye View Cognition and Visual Search Behavior." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003245.

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In general, professional soccer players excel at situational judgment and express the game situation as if they are viewing the game from directly above the pitch.This cognitive method is called the bird's-eye view and is considered important for accurate situational judgment. It is also known that expert soccer players exhibit visual search behaviors specific to different situations, such as attacking, defending, and one-on-one play. Therefore, there is possibly a visual search behavior unique to bird's-eye view cognition. In this study, we investigated the effects of improvement in bird's-eye view ability on visual search behavior by using a training method involving virtual reality, which was already developed in a previous study. By revealing the visual search behavior specific to the bird's-eye view, we expect to develop a new training method that adds eye-gaze support. In this study, we developed a virtual reality-based bird's-eye view training system using the Unity game engine, a Head Mounted Display, and an HTC VIVE controller. The system consisted of a training task for training the bird's-eye view ability and a three-choice question for evaluating it. The training task consisted of three phases: showing a first-person video from the center of a soccer pitch, sorting player positions on a bird's-eye map of the pitch, and presenting the correct answers. First, we examined the effects of a training task on the bird's-eye view ability in a system. The experiment was conducted on nine male subjects aged between 20 and 30. The subjects were divided equally into three groups. An experimental group was assigned the training task, control group 1 were showed the first-person video and were informed about the correct answers, and a control group 2 were only provided with the first-person video. The participants answered 10 three-choice questions as a pre-task, performed the training task 10 times, and answered 10 three-choice questions as a post-task. At the end of the experiment, the participants answered a questionnaire about their experience with sports, video games, and changes in their cognition. As a result, the experimental group and control group 1 performed better on the post-task than on the pre-task in training. In particular, the growth rate of the scores of the experimental group was higher than that of control group 1. This suggests that the participants may have acquired a bird's-eye view of cognition through training. In addition, in the questionnaire, two participants in the experimental group responded that they "stopped shaking their heads a lot”. This suggests that the improvement of bird's-eye view ability may have influenced the visual search behavior. Next, we conducted an experiment to investigate the relationship between bird's-eye view cognition and visual search behavior based on eye-gaze information and head movements during training. This experiment clarified the relationship between bird's-eye view cognition and visual search behavior, and is expected to lead to the development of better bird's-eye view training using eye gaze support.
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Reports on the topic "Video game engine"

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Sapienza, Francis, Michael Parker, Mark Bodie, and Sally Shoop. Vehicle modeling in Unreal Engine 4. Engineer Research and Development Center (U.S.), November 2023. http://dx.doi.org/10.21079/11681/47923.

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Vehicle modeling software has presented considerable challenges in properly representing vehicle mobility in extreme conditions. We have recently been developing new vehicle models and scenes in Unreal Engine. Unreal Engine is best known as a video game creation platform focused on graphics and has relatively few options for real world accurate physics modeling. UE4 allows for lots of customization internally or via supplemental C++ code, so this can be mitigated by the addition of various functions to account for different situations a vehicle might be in. We have successfully implemented the following: accurately functioning wheeled vehicles, tracked vehicles, and created simulated and real world environments, downloaded through Geowatch heightmaps. Each environment can have various terrain conditions including soil, rock, snow, and sand applied across its surface. Modeling snow in these environments is of particular interest and recent motion resistance and sinkage models have been integrated into the software to affect graphics and vehicle performance. This new model for vehicle mobility offers an opportunity to improve the physics and graphics of differing terrains especially for winter conditions. The new model also allows for features to be updated and added with ease in the future.
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DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

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Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
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