scholarly journals A live comparison between Unity and Unreal game engines

Author(s):  
Ramiz Salama ◽  
Mohamed Elsayed

A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Unity has everything you need to create games in one place. It has an integrated development framework that creates rich solutions and out-of-box functionality to make games. This paper recommends making a decision one has to look at, such as what platforms one wants to target and how one can plan on monetising their product.   Keywords: Game engine, compare engine, Unity game, Unreal game, platforms.

Author(s):  
Chaitya Vohera ◽  
Heet Chheda ◽  
Dhruveel Chouhan ◽  
Ayush Desai ◽  
Vijal Jain

2020 ◽  
pp. 177-192
Author(s):  
Noah Kellman

A game engine streamlines the process of game programming by including an array of built-in features that allow programmers to skip the incredibly difficult step of developing physics from scratch. By using game engines like Unity or Unreal, programmers can use the objects provided by those engines, and with knowledge of how they behave, begin creating a game almost right away. Unity is one of the leading game engines today and is particularly well-loved within the indie game economy because it is free and allows developers to easily integrate their games across multiple platforms. This chapter dives into many different audio features of Unity and how one can use them creatively, including a discussion of all of the audio components available in Unity, as well as the mixing functionality. This builds a foundation for the following chapter, which provides a practical lesson on using programming to design the audio landscape of a game in Unity beyond the limitations of the engine’s built-in functionality.


Author(s):  
Sun Zhiyong ◽  
Liu Ye ◽  
Chen JiaHui

With the continuous development of science and technology and progress of society, the rise of Internet plus era, the cinema began to build their own website in order to expand the film to improve the efficiency, to provide a common discussion for film enthusiasts. This paper uses ThinkPHP framework to complete the needs of the site, it is to simplify the enterprise application development and agile WEB application development and the existence of a fast, compatible and simple lightweight domestic PHP development framework. The analysis in detail on the film critic website in addition, the ThinkPHP framework were analysis explain, on the basis of that tool use is Webstorm development tools with Wamp integrated development tools and environment related structures, database using mysql, ThinkPHP film critic website based on is not only convenient for the users to understand the new release of the news and information, more convenient is that one can allow managers to facilitate the management of a good movie dynamic information and view the user to give the evaluation and so on.


Author(s):  
El-Sayed Aziz ◽  
Chenghung Chang ◽  
Felipe Arango ◽  
Sven K. Esche ◽  
Constantin Chassapis

Recently, the potential of using commercially available computer game engines to implement virtual engineering experiments (which represent pure computer simulations) has been explored by various educational institutions. Using a game engine in conjunction with a corresponding software development kit, it is possible for educators to replace the content of an existing computer game with educational content, thus creating virtual laboratory environments. The utilization of game engines for educational purposes is expected to increase the degree of immersive presence of the students engaging in such game-based laboratory exercises as well as the level of interactivity between the students. This paper will discuss the integration of a game-based virtual laboratory environment with remote experiments conducted using actual physical devices. In particular, the paper will focus on possible ways in which the data transfer between a computer game engine and an existing remote laboratory experiment can be accomplished. Strategies for the extraction of laboratory experiment data and for the conversion of data formats are discussed. Possible methods by which the laboratory experiment output data is accessed and displayed are also addressed. Some of the key questions affecting the possible process flows are if and at what point the laboratory experiment mode of interaction should switch from the game engine to the remote laboratory experiment and then switch back to the game engine, and whether or not the user should know that and when it occurred. Finally, the paper will present a sample implementation of a virtual laboratory, into which a specific remote experiment was integrated.


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.


Author(s):  
Zhou Zhang ◽  
Mingshao Zhang ◽  
Yizhe Chang ◽  
El-Sayed Aziz ◽  
Sven K. Esche ◽  
...  

Over the last few years, academic institutions have started to explore the potential of using computer game engines for developing virtual laboratory environments. Recent studies have shown that developing a realistic visualization of a physical laboratory space poses a number of challenges. A significant number of modifications are required for adding customized interactions that are not built into the game engine itself. For example, a major challenge in creating a realistic virtual environment using a computer game engine is the process of preparing and converting custom models for integration into the environment, which is too complicated to be performed by untrained users. This paper describes the usage of the Microsoft Kinect for rapidly creating a 3D model of an object for implementation in a virtual environment by retrieving the object’s depth and RGB information. A laboratory experiment was selected to demonstrate how real experimental components are reconstructed and embedded into a game-based virtual laboratory by using the Kinect. The users are then able to interact with the experimental components. This paper presents both the technical details of the implementation and some initial results of the system validation.


2019 ◽  
Vol 69 (4) ◽  
pp. 267-284 ◽  
Author(s):  
Dennis Edler ◽  
Julian Keil ◽  
Timo Wiedenlübbert ◽  
Melvin Sossna ◽  
Olaf Kühne ◽  
...  

Abstract Modern hardware and software innovations in the field of virtual reality (VR), such as VR headsets and accessible game engines, allow cartographers to create 3D environments which can be experienced from the ego perspective in real time and with a simulated illusion of physical presence (immersion) in the virtual representation. The new immersive experience of these virtual environments requires new ideas on how to present and orchestrate geographical information for the benefit of planning applications. This paper intends to present examples how VR-based 3D environments use can be enriched (based on the game engine Unreal Engine 4) to support the district development of a restructured post-industrial area. A VR model of a representative former industrial area in the German Ruhr district which was revitalized and part of a large urban transformation programme (IBA Emscher Park), serves an example. Today, the area of “Zeche Holland” in Bochum-Wattenscheid is characterized by a mix of residential and commercial uses. The area is used as a leisure route for locals and tourists, with an old winding tower as an important urban landmark in its centre. VR techniques allow to transport additional spatial information which cannot be experienced when visiting the real physical area. This paper addresses the potential of immersive VR environments representing a multifaceted and redeveloped area for planning and related usage scenarios. It shows how peculiarities of game engine-based VR can help to extend the immersive (3D) experience of geographic information.


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Dario Maggiorini ◽  
Laura Anna Ripamonti ◽  
Federico Sauro

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.


Author(s):  
Julian Keil ◽  
Dennis Edler ◽  
Thomas Schmitt ◽  
Frank Dickmann

AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.


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