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Pedagogical Goal Your technical skills should not be tied to any - PDF document

3/16/2016 Pedagogical Goal Your technical skills should not be tied to any particular game engine Game Engines Just like your programming skills should not be tied to any particular programming language IMGD 4000 Use best tools for


  1. 3/16/2016 Pedagogical Goal • Your technical skills should not be tied to any particular game engine Game Engines • Just like your programming skills should not be tied to any particular programming language IMGD 4000 • Use best tools for each job • ... or tools you were given  2 Game Engine Definition Buy versus Build • Depends on your needs, resources and Game Engine constraints “A series of modules and interfaces that allows a – Technical needs (e.g., “pushing the envelope”?) development team to focus on product game- – Financial resources (e.g., venture capital?) play content , rather than technical content .” – Time constraints (e.g., 1 month or 2 years?) [Julian Gold, O-O Game Dev.] – Platform constraints (e.g., Flash?) – Other factors (e.g., sequel?) • But this class is about “ the technical content ”!  • Most games commonly built today with some sort of “engine layer” 3 4 Why Build? Why Buy? • Need – Technical needs of game not supported by • Financial – don’t have the time/money to existing engines build and engine • Pedagogy – learn specific skill/concept • Support – existing engine has large user • Control – Provide a better understanding of engine- community and/or documentation and/or game interaction when making game – Can extend/adjust engine if needed technical support • Genre – have engine especially fit genre (lightweight, • Robust – existing engine has fewer bugs, tried just features required) and true code base • Licensing – don’t want to pay out royalty fees – Note, simple cost should not be a reason – there are many • Experience – development team has prior excellent cheap/free engines  it will “cost” more to build experience with engine an engine! 1

  2. 3/16/2016 [ DevMaster.net ] Choices: “It’s a Jungle Out There” Many Evaluation Dimensions/Features • 375 3D engines reviewed at DevMaster.net • IndieDB shows 470 engines – Most popular (left) • We are not going to try to review them all here If there’s a feature term here you don’t know, you should look it up! 7 8 Evaluation by Size – Lines of Code Game Engine Architecture “Measuring software productivity by lines of code is like measuring progress on an airplane by how much it weighs.” - Bill Gates Saucer: hit() Star: eventHandler() GAME CODE Hero: kbd() GameOver: step() Dragonfly (2015) 5k id Tech 1 (1999) 79k DrawCharacter GetKey id Tech 2 (2001) 138k InsertObject DRAGONFLY MoveObject LoadSprite SendEvent id Tech 3 (2005) 329k id Tech 4 (2011) 586k Allocate memory File open/close COMPUTER PLATFORM UE4 v4.6 (2015) 1964k Clear display Get keystroke What are architecture choices for Game Engine layer? • Used cloc • Only counting C, C++ and header files. Types of Engine Architectures Monolithic Engines (Broadly) • “Old style” - typically grew out of specific game • Monolithic (e.g., GameMaker) – e.g., ID Tech for first-person shooters • Tend to be genre-specific • Modular – e.g., GameMaker for arcade-style games – Extensible IDE (e.g., Unity, UE4) • Difficult to go beyond extensions/modifications not anticipated in API (e.g., scripting) – Open Class Library (e.g., C4, UE4, • Proven, comprehensive capabilities or what Dragonfly would be when it grows up  ) – Good for original purpose 11 12 2

  3. 3/16/2016 Modular Engines Modular: Extensible IDE’s • GUI-oriented development process • “Modern” – often developed by game engine – More accessible for novice/casual programmers company (relatively new category) – M ore “art asset friendly” – e.g., Unity • Comprehensive asset management • Use object-oriented techniques for greater – Integrated with IDE modularity • Limited (or controlled) exposure of internals • Much easier to extend/replace components – Prevents abuse than for monolithic engines – But also prevents some extensions 13 14 Game Engine Architecture Blocks Modular: Open Class Library • Code-oriented development • Carefully layered • Allows maximum modifiability • Often open source – UE4 source available, but not freely distributable • Not as accessible for novices and “casual” programmers 15 16 Game Engine Architecture Blocks Architecture Blocks (complete?) Game Engine Game Engine Architecture, by Jason Gregory, 2009, AK Peters, ISBN: 1-5688-1413-5. 18 3

  4. 3/16/2016 Best Engine Choice is Relative to Choice of UE4 for IMGD 4000 Situation • Relatively easy (trivial) for artists • Similar issues of needs, resources and constraints – C4 tough art pipeline, Dragonfly limited (as in buy vs. build) – Comparable to Unity? – Platform, programming language constraints • Programming in C++ – Cost constraints (commercial run $ to $$$) – Still “ gold standard ” for tech game development – Specific technical features required (e.g., MMO) – Need for IMGD majors to do more, get better – Previous experience of staff • Full support of mature IDE – Support from developers, user community (e.g., – Microsoft Visual Studio (Windows), Xcode (Mac) forums) • Source code available – Pedagogical goals (e.g., this course, or even to teach – Aid in debugging interactions yourself) – Future offerings may delve into code 19 20 UE4 in Timeline of FPS Game Engines Feature Comparisons vs vs • C4 & Unity from DevMaster.net • UE4 from UE4 Features and other UE4 docs • Caveats: – Not complete - broad view of main features touched upon in IMGD 4000 – Info is not audited (e.g., DevMaster.net from enthusiasts, UE4 from my knowledge and Epic docs) – Let’s not get bogged down in the details – the idea is (Click below to open browser to image for zooming) to get overall sense of emphasis http://commons.wikimedia.org/wiki/File:Fpsengine.svg 21 22 General Features Physics Object-Oriented Design, Plug-in Architecture, Save/Load System • Clean class hierarchy for scene graph nodes Basic Physics, Collision Detection, Rigid Body • General state serialization support for saving worlds • Separation between per-instance and shared data • Built -in character controller • Built -in projectile controller • External scene graph referencing from within another scene graph • Support for pack files and virtual directory hierarchy • Real -time fluid surface simulation • Real -time cloth simulation • Skinable GUI's Object-Oriented Design, Plug-in Architecture, Save/Load System • Professional FPS controller ready to drop in (and tune) Basic Physics, Collision Detection, Rigid Body, Vehicle Physics • Streamed loading for the Unity Web Player • Powered by the PhysX Engine, which also supports particle physics • Unity asset server / asset source code version control • Cloth simulation • Cross-platform Web player • Standalone executables for both Mac OS X and Windows • Mac OS X Dashboard Widgets • iPhone Publishing is available as add-on product Basic Physics, Collision Detection, Rigid Body, Vehicle Physics • Streaming Asset Bundles: the ability to stream in any asset (terrain, mesh, etc) into the game • Powered by the PhysX Engine, which also supports particle physics Object-Oriented Design, Plug-in Architecture, Save/Load System • Professional FPS controller ready to drop in (and tune) • Multiplatform compilation – Windows, Mac, Linux Mobile • Built -in content and community integration 23 24 4

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