“…Works compared game engine aspects such as ease of use [3], available subsystems and target platforms [7], and suitability for a given platform [8] or game genre [9]. These comparisons are all tabular, listing game engines in one axis and relating them to subsystems in another.…”
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other applications or extend them via plugins. To integrate or extend correctly, developers need a broad system architectural understanding. However, architectural information is not always readily available and is often overlooked in this kind of system. In this work, we propose an approach for game engine architecture recovery and explore the architecture of three popular opensource game engines (Cocos2d-x, Godot, and Urho3D). We perform manual subsystem detection and use Moose, a platform for software analysis, to generate architectural models. With these models, we answer the following questions: Which subsystems are present in game engines? Which subsystems are more often coupled with one another? Why are these subsystems coupled with each other? Results show that the platform independence, resource management, world editor, and core subsystems are frequently included by others and therefore act as foundations for the game engines. Furthermore, we show that, by applying our approach, game engine developers can understand whether subsystems are related and divide responsibilities. They can also assess whether relationships among subsystems are appropriate for the game engine.
“…Works compared game engine aspects such as ease of use [3], available subsystems and target platforms [7], and suitability for a given platform [8] or game genre [9]. These comparisons are all tabular, listing game engines in one axis and relating them to subsystems in another.…”
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other applications or extend them via plugins. To integrate or extend correctly, developers need a broad system architectural understanding. However, architectural information is not always readily available and is often overlooked in this kind of system. In this work, we propose an approach for game engine architecture recovery and explore the architecture of three popular opensource game engines (Cocos2d-x, Godot, and Urho3D). We perform manual subsystem detection and use Moose, a platform for software analysis, to generate architectural models. With these models, we answer the following questions: Which subsystems are present in game engines? Which subsystems are more often coupled with one another? Why are these subsystems coupled with each other? Results show that the platform independence, resource management, world editor, and core subsystems are frequently included by others and therefore act as foundations for the game engines. Furthermore, we show that, by applying our approach, game engine developers can understand whether subsystems are related and divide responsibilities. They can also assess whether relationships among subsystems are appropriate for the game engine.
“…Regarding the game engines that exist, we studied several of the aforementioned game engines, [82], [83], [84], [85], [85], [86] and concluded that the best choices in terms of performance, features, and software cost were Unity and Unreal, [87], [88]. In particular, after studying the software architecture as well as the capabilities of each solution, the Unity engine was chosen for the following reasons:…”
Section: Defining: Unity Vs Unreal Game Enginementioning
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 Unity game machine advantages. Lastly, we conclude our research with a detailed comparison of the two most popular choices (Unreal and Unity engines) and their respective advantages and disadvantages while providing future suggestions for serious digital game development.
“…It is worth mentioning that Pavkov et al (2017) present a comparison between five game engines, aimed at the development of serious games. With the advantages and disadvantages of each, the study proposes a criterion in order to facilitate the choice of the tool by the future developer [74]. In contrast, Cowan and Kapralos (2017) argue that it is common for educators to need to hire well-skilled developers to assist in programming serious game projects [75].…”
This article presents a systematic mapping, with an analysis of 35 selected works according to established criteria, seeking to connect the points and find relevant information for the following research areas: basic life support, cardiopulmonary resuscitation, serious games, and games for healthcare. Among the main results found, we can mention the representativeness of works by regions and their most productive years, the most common platforms, noting a focus on VR technologies, in addition to identifying the preference for the Unity 3D tool for implementations. It was also possible to show that serious games can be very effective in teaching CPR.
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