scholarly journals Comparative Study on Game Engines

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.

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.


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

2008 ◽  
Vol 2008 ◽  
pp. 1-7 ◽  
Author(s):  
Ahmed BinSubaih ◽  
Steve Maddock

Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating thegamefrom the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2020 ◽  
Author(s):  
Johann Johann And Devika

BACKGROUND Since November 2019, Covid - 19 has spread across the globe costing people their lives and countries their economic stability. The world has become more interconnected over the past few decades owing to globalisation and such pandemics as the Covid -19 are cons of that. This paper attempts to gain deeper understanding into the correlation between globalisation and pandemics. It is a descriptive analysis on how one of the factors that was responsible for the spread of this virus on a global scale is globalisation. OBJECTIVE - To understand the close relationship that globalisation and pandemics share. - To understand the scale of the spread of viruses on a global scale though a comparison between SARS and Covid -19. - To understand the sale of globalisation present during SARS and Covid - 19. METHODS A descriptive qualitative comparative analysis was used throughout this research. RESULTS Globalisation does play a significant role in the spread of pandemics on a global level. CONCLUSIONS - SARS and Covid - 19 were varied in terms of severity and spread. - The scale of globalisation was different during the time of SARS and Covid - 19. - Globalisation can be the reason for the faster spread in Pandemics.


Author(s):  
Samuel Azuz ◽  
Max Newton ◽  
Dorthe Bartels ◽  
Birgitte Klindt Poulsen

Abstract Purpose The aim of this study was to describe the implementation and uptake of biosimilar trastuzumab in Denmark compared with other European countries. Methods European data for usage of trastuzumab was supplied by IQVIA™, using the MIDAS® dataset. A comparison was performed based on market share estimated in sales volume. A separate comparison was undertaken between countries with a full two-fold switch between different biosimilars. Data was collected spanning the time from first registered sales of biosimilar trastuzumab until the 1st quarter of 2020. Results Denmark had the fastest and most thorough uptake of biosimilar trastuzumab compared with other EU countries. After 3 months, the market share of biosimilar trastuzumab had increased to 90% while the second fastest country had a 50% market share after 3 months. Only two other countries had undergone a full second switch between biosimilars, Hungary and Norway. All of the three countries made near complete switches between biosimilars while only Denmark had reduced the use of biooriginator below 10%. Conclusion The implementation of biosimilar trastuzumab in Denmark was rapid and achieved high overall uptake compared with other EU countries. The switch from one biosimilar to another was also achieved quickly and thoroughly. We believe that the rapid dissemination of information and involvement of all stakeholders — administrators, pharmacies, prescribers, nurses, and patients — constitute the backbone of the Danish success. A similar strategy is recommend for biosimilar implementation in other countries.


2021 ◽  
Vol 5 (2) ◽  
pp. 145-153
Author(s):  
Jeong Yeon Sil ◽  
Jang Eun Young ◽  
Park Heung Soo

This study examines why and how Chinese characters spread into Korea. It subsequently conducts a comparative analysis of Korean and Chinese children’s textbooks with a focus on Yu Hap from the perspective of the acceptance and acculturation of Chinese characters. It also explores how commonly used the characters in Yu Hap are, and the text’s learning value as one of Korea’s children’s textbooks. Yu Hap is very significant as the first written language textbook published in Korea. A comparative analysis of the characters used in four children’s books published in Korea found that the characters in Yu Hap are very common, and the text has a high learning value. Approximately 50% of the characters in San Bai Qian and Yu Hap are the same, showing that both China and Korea had similar perceptions of the characters in common use. A very significant proportion of characters overlap in Basic Chinese Character for Educational Use, List of Common Words in Modern Chinese, and Yu Hap; this supports the idea that the same characters have continued to be used from ancient times to the present day.


2015 ◽  
Vol 752-753 ◽  
pp. 1232-1235
Author(s):  
Ji Hun Kim ◽  
Yoon Seok Shin

Since recently almost all housing built in Korean have shared walls and floor, diverse problems are unavoidable including noise between floor arising from noise and vibration. Many efforts have been made by the Korean government, but the number of complaints related with the noise between floors has been gradually increasing. Therefore, through the field measurements by house type, the current state of noise was understood. To do this, the noise between floors was measured in an apartment household and a multiplex house to perform a comparative analysis. As the result, the differences in the noise between the two house types were clarified. The findings of this research are expected to contribute to reduction of the noise between floors in an apartment building in the future.


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