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The case for research in game engine architecture

Published: 03 November 2008 Publication History

Abstract

This paper is a call for research in the field of game engine architecture and design, a more comprehensive and thorough understanding of which we consider to be essential for its development. We present a number of key aspects that may help to define the problem space and provide a catalogue of questions that we believe identify areas of interest for future investigation.

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D. H. Eberly. 3D Game Engine Design. Morgan Kaufmann, 2000.
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E. Folmer. Component based game development. In Component-Based Software Engineering, volume 4608 of LNCS, pages 66--73, 2007.
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D. Garlan and M. Shaw. An introduction to software architecture. Technical Report CMU/SEI-94-TR-21, ESC-TR-94-21, Carnegie Mellon University, Pittsburgh, PA, 1994. CMU Software Engineering Institute.
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M. Lewis and J. Jacobson. Game engines in scientific research. Communications of the ACM, 45(1):27--31, 2002.
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B. Sawyer. The Ultimate Game Developer's Sourcebook. Coriolis, 1996.
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A. Sherrod. Ultimate 3D Game Engine Design & Architecture. Charles River Media, 2007.
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J. Simpson. Game engine anatomy 101. Available from: http://www.extremetech.com, 2002.
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N. Stephens. "game engine" versus "rendering engine". Letters to the Editor, http://www.gamasutra.com, 2001.
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  • (2022)Creating screen stories with game engines: challenges and opportunities for students and researchers working collaboratively across disciplinesMedia Practice and Education10.1080/25741136.2022.215300224:1(21-34)Online publication date: 8-Dec-2022
  • (2022)Game Engine Comparative AnatomyEntertainment Computing – ICEC 202210.1007/978-3-031-20212-4_8(103-111)Online publication date: 24-Oct-2022
  • (2022)Specification and Development of Dynamic Systems and Controllers Based on Game EnginesCONTROLO 202210.1007/978-3-031-10047-5_25(285-296)Online publication date: 2-Jul-2022
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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2008

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Author Tags

  1. entertainment systems
  2. game engine
  3. game engine architecture

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  • Research-article

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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Cited By

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  • (2022)Creating screen stories with game engines: challenges and opportunities for students and researchers working collaboratively across disciplinesMedia Practice and Education10.1080/25741136.2022.215300224:1(21-34)Online publication date: 8-Dec-2022
  • (2022)Game Engine Comparative AnatomyEntertainment Computing – ICEC 202210.1007/978-3-031-20212-4_8(103-111)Online publication date: 24-Oct-2022
  • (2022)Specification and Development of Dynamic Systems and Controllers Based on Game EnginesCONTROLO 202210.1007/978-3-031-10047-5_25(285-296)Online publication date: 2-Jul-2022
  • (2021)Localization Tools in General Purpose Game EnginesInternational Journal of Computer Games Technology10.1155/2021/99796572021Online publication date: 1-Jan-2021
  • (2021)Are game engines software frameworks? A three-perspective studyJournal of Systems and Software10.1016/j.jss.2020.110846171(110846)Online publication date: Jan-2021
  • (2021)The Impact of Strategic Core-Component Reuse on Product Life CyclesBusiness & Information Systems Engineering10.1007/s12599-021-00706-y64:2(223-237)Online publication date: 23-Jun-2021
  • (2021)A Multi-agent Specification for the Tetris GameDistributed Computing and Artificial Intelligence, Volume 1: 18th International Conference10.1007/978-3-030-86261-9_17(169-178)Online publication date: 2-Sep-2021
  • (2020)A game engine to make games as multi-agent systemsAdvances in Engineering Software10.1016/j.advengsoft.2019.102732140(102732)Online publication date: Feb-2020
  • (2020)A game engine designed to simplify 2D video game developmentMultimedia Tools and Applications10.1007/s11042-019-08433-zOnline publication date: 14-Jan-2020
  • (2020)A Game Logic Specification Proposal for 2D Video GamesTrends and Innovations in Information Systems and Technologies10.1007/978-3-030-45688-7_50(494-504)Online publication date: 18-May-2020
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