scholarly journals Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices

Author(s):  
Eleftheria Christopoulou ◽  
Stelios Xinogalos

Game engines are tools that expedite the highly demanding process of developing games. Nowadays, the great interest of people from various fields on serious games has made even more demanding the usage of game engines, since people with limited coding skills are also involved in developing serious games. Literature in the field has studied game engines focusing on specific needs, such as 3D mobile game engines or open source 3D game engines. The motivation of this article and at the same time the advancement brought by it in the field, lies in the extension of an existing framework for the comparative analysis of several game engines that export games at least on Android and iOS mobile devices and cover a wide range of different user profiles and needs. In order to validate the results of this comparative analysis a shooter game was developed for Android devices based on official tutorials of the two game engines that came out to be more powerful, namely Unity and Unreal Engine 4. In conclusion, there is not a single game engine that is better for every purpose and the extensive overview provided can help users choose the most suitable game engine for their needs.

2020 ◽  
pp. 5-24
Author(s):  
Andrzej Barczak ◽  
Hubert Woźniak

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 software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.


2010 ◽  
Vol 3 (2) ◽  
pp. 85-90 ◽  
Author(s):  
B E Shelton ◽  
J Scoresby ◽  
T Stowell ◽  
M R Capell ◽  
M A Alvarez ◽  
...  

Author(s):  
Tim Stowell ◽  
Jon Scoresby ◽  
Michael R. Capell ◽  
Brett E. Shelton

Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of which libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.


Android is one of the famous mobile operating system created by Google company. Advantages of the android operating system itself is to provide an open platform (open source) for developers to create their own millions of applications that will be used for a wide range of mobile devices (mobile devices). Needs of information technology is developing rapidly. Mobile even more Smartphone is one of the means used to obtain information more quickly and accurately, as well as being tools needed in various fields. Especially when you're enjoying a holiday somewhere and need information right away, of course it was very helpful in finding such information. While on vacation in a place we definitely want to taste the culinary place and it has become a lifestyle in today. That's what we call the culinary tour. Culinary tourism itself is an action done a lot of people in the field of dietary needs, for entertainment. Based on application compatibility testing Nyapek culinary tourism in the city of Bogor based on Android can run optimally and display interface on the phone with Minimal OS v5.0 (Lollipop) with a 5-inch screen


2017 ◽  
Vol 24 (03) ◽  
pp. 109
Author(s):  
Rafaela Vilela da Rocha ◽  
Aparecida Maria Zem-Lopes ◽  
Laís Zagatti Pedro ◽  
Ig Ibert Bittencourt ◽  
Seiji Isotani

Serious games are being used ever more for purposes of learning, training and human performance evaluation. However, to be successful as a final product, its development has to be systematic and multi-disciplinary. Thus, the choice of support tools impact beyond the financial cost. This paper describes an overview of the iterative and integrative methodology for developing serious games, expanding the specification with open source tools. Appropriate tools are reviewed and selected in order to provide a set of applications that could be used according to serious games design needs.They are grouped into support tools to general use, database management systems, game engines, design and implementation. In addition, the uses of this methodology and these tools are exemplified with two different scenarios.


Author(s):  
Tim Stowell ◽  
Jon Scoresby ◽  
K. Chad Coats ◽  
Michael R. Capell ◽  
Brett E. Shelton

Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small-business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This chapter explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of what libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.


2020 ◽  
Vol 23 (2) ◽  
Author(s):  
Debora Maria Barroso Paiva ◽  
Marisa Helena da Silva Batista ◽  
Luciana Aparecida Martinez Zaina ◽  
Renata Pontin de Mattos Fortes

Mobile devices have gained more attention from the society that is using them increasingly for a variety of purposes. For complete insertion of the population in this constant digital evolution it is fundamental that mobile applications also offer access to different user profiles, regardless of their disabilities or limitations. Considering quality, productivity, and speed of application creation, there is a wide range of good development practices and evaluations. However, methods that involve usability and accessibility are still developing. The purpose of this article is to present the Acc-MobileCheck, which is a checklist of accessibility and usability for mobile devices apps, based on good software development practices and guided by Design Patterns. The Acc-MobileCheck, composed of 47 verification items, consists of questions that look for evidence of problems of comprehension, operation, perception, and adaptation in mobile apps. The evaluation method aims to address difficulties that can be faced by people with hearing, visual, intellectual, or mobility impairment. Five experts and three developers of mobile apps had evaluated the Acc-MobileCheck. The conclusive results show that the checklist is usable and includes essential issues for the evaluation of accessibility and usability. The data obtained allowed a restructuring of the evaluation method developed, and the positive comments about the checklist demonstrate its adequacy to attend the demand.


2018 ◽  
Vol 8 (3) ◽  
pp. 126-131
Author(s):  
Ramiz Salama ◽  
Mohamed ElSayed

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 Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.


2018 ◽  
Vol 49 (5) ◽  
pp. 567-589 ◽  
Author(s):  
Konstantina Konstantara ◽  
Stelios Xinogalos

Background. Health constitutes a major field in serious games because of the wide range of applications and the significant contribution to humans and society. The spectrum of games for health meets the needs for education, training, treatment, rehabilitation, research, well-being, prevention, motivation and others. Aim. Cells of War is a serious card game, aiming to familiarize the players with the complex functionalities of the immune system, inform on diseases coming from viruses, bacteria, parasites or fungi and explain how some daily habits may affect health. Method. This article analyzes all the design steps followed in order to integrate the learning content into the game mechanics and game-play. The offline card game was developed in the game engine Unity, making it possible to build executables for Windows, Linux and Mac OS X and distribute them to the users for the first pilot evaluation. The results of the pilot evaluation are presented along with useful feedback for the game. Results. Cells of War was evaluated by a wide range of people on different age groups, interests, gaming background, knowledge background and among them a few health specialists and educators. Overall the game achieved to transfer some knowledge, while the feedback will contribute to the improvement of the game. Conclusions. The pilot evaluation of Cells of War showed that the game is fun, well-designed and achieves to educate the players, although the participants suggested a few issues for improvement. Cells of War has to be used and evaluated by students and teachers in order to assess the game as an instructional tool in schools and evaluate its impact on learning the functionalities of the immune system.


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