A game engine is a technology many are familiar with, it calculates graphics physics animation a.i. sound scripting etc. game engines are a fundamental piece of design, created to simplify a structure to a game for programmers, allowing the creation of a fantasy world. many game engines are used today and are some of the most recognizable aspects of a game, such as
Unreal Engine 3, Doom 3 engine, CryENGINE2, RenderWare, Gamebryo, Virtools Source engine
these engines are the more famous engines as they implement something different than the others, such as physics or graphical potential. game engines are also used as "game middle ware" as they can be reused on many platforms and in different games. a structure or scaffolding if you will.
This scaffolding can be either subtractive or additive, meaning, either the world is carved out of a giant mass inside of a game engine (subtractive) i.e. unreal engine, or a game is created in an empty space "void" out of an infinite space of nothingness(additive) i.e. half-life engine.
both styles of games have their advantages and disadvantages. most game creators carve a fake "void" out of the subtractive mass and enlarge it as they see fit.
buying into middle ware can often come with pricey consequences with your game. such as hidden liscences that take a few long late nights deciphering the legalese so not to be sued in later development. installing correct versions in the right place can be a disadvantage but finding that a new version has popped up and changed formats and or given more bugs can halt a game in its tracks for extended periods of time. to boot a middle ware game engine is usual designed for specific physics such as cry engine or half life engine. these specific engine characteristics may not even have been thought of in a game, also these features may have hidden the fact that the engine may not have something simpler such as a decent lighting effects.
where middle ware software has problems it also has advantages in its application for a cheap quick game release. its much faster to learn an existing engine than to create then learn one of your own (not to mention cheaper) many people would have used the existing game engine on multiple formats platforms and versions this would have allowed for many bugs to be found and eradicated (piece of mind) forums and other unofficial and official advice centers would have been established due to the engines reuses over the period of time since its release.
despite destructible worlds and amazing visual effects that are partly coming into place now with crysis and other leading games in development, games are also in the pipeline that will take on new ways of a.i. for example it has been released that quad core computers can now multi task to a point of total realism "if Gordon sat down to play chess with DR Kleiner, for example, a spare core would be dedicated to running a deep blue chess simulator to ensure they played a realistic game" pcgamer 2007 issue 107. these software advances through hardware development will be pushed to the limit with new physics applications too. to be first seen in the half life engine.
Saturday, February 10, 2007
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