Design of SelfEngine: A Lightweight Game Engine

Hae Chan Park, Nakhoon Baek

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Nowadays, many companies and individuals are developing various game engines on their own purpose. Most of their users and developers may want to update those game engines with new technologies including AI, VR/AR, IOT devices, GPS, blue-tooth devices and many others. To include the new technologies into game engines, they need to know how it works and also where to implement the new feature codes into the engine. Usually large commercial game engines offer plug-ins for the specific technology. However, we don’t know how long does it takes to provide that feature, and even though we waited long time, it may be unstable when it first comes up. By developing light-weight game engine with open-source project results, we can integrate varied technologies into the game engine with free cost, and also quickly test new features with ease. To do so, we arranged some design strategies, adopted some open-source projects especially for GUI, sounds, physics, logging systems, model loading, and finally implemented our own core engine system with OpenGL and C++ STL.

Original languageEnglish
Title of host publicationInformation Science and Applications, ICISA 2019
EditorsKuinam J. Kim, Hye-Young Kim
PublisherSpringer
Pages223-227
Number of pages5
ISBN (Print)9789811514647
DOIs
StatePublished - 2020
Event10th International Conference on Information Science and Applications, ICISA 2019 - Seoul, Korea, Republic of
Duration: 16 Dec 201918 Dec 2019

Publication series

NameLecture Notes in Electrical Engineering
Volume621
ISSN (Print)1876-1100
ISSN (Electronic)1876-1119

Conference

Conference10th International Conference on Information Science and Applications, ICISA 2019
Country/TerritoryKorea, Republic of
CitySeoul
Period16/12/1918/12/19

Keywords

  • Game engine
  • Light-weight
  • Rendering engine

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