scholarly journals Open Source 3D Game Engines for Serious Games Modeling

Author(s):  
Andres Navarro ◽  
Juan Vicente ◽  
Octavio Rios
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.


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.


2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


2019 ◽  
Vol 252 ◽  
pp. 03007
Author(s):  
Jakub Smołka ◽  
Kamil Miszta ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik

Frequently the quality of a path returned by a pathfinding algorithm is more important than the performance of that algorithm. This paper presents a new algorithm, based on A*, which is better suited for use in 3D game engines. The modification was evaluated by a series of comparative tests. The standard A* algorithm was used as a benchmark in the comparisons. The changes in the algorithm consist in using a different heuristic, adding vertex penalties, and post-processing of the path. A custom-built 3D graphics engine was used as the test environment. The paths generated by the new algorithm are a more natural choice for humans than the ones selected by the standard A* algorithm.


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.


2020 ◽  
pp. 447-469
Author(s):  
Humberto Marin-Vega ◽  
Giner Alor-Hernández ◽  
Ramon Zatarain-Cabada ◽  
Maria Lucia Barron-Estrada ◽  
Jorge Luis García-Alcaraz

Gamification is the use of game design elements to enhance the teaching-learning process and turn a regular, non-game activity into a fun, engaging game. Simultaneously, serious games are proposed as an efficient and enjoyable way of conducting cognitive assessment, as they combine a serious intention with game rules and targets. In this scenario, game engines have emerged as information technologies for serious games and educational games development; however, this development has usually been performed without a guide to identifying game attributes to be present in the game. To address this gap, we present an analysis of the most used game engines to identify game and learning attributes supported for serious and educational games development. Findings from this analysis provide a guide of the most popular game engines that offer the largest support for game attributes, which were also classified by game categories.


2019 ◽  
Vol 128 (5) ◽  
pp. 1505-1536 ◽  
Author(s):  
César Roberto de Souza ◽  
Adrien Gaidon ◽  
Yohann Cabon ◽  
Naila Murray ◽  
Antonio Manuel López

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