TY - GEN
T1 - Design of SelfEngine
T2 - 10th International Conference on Information Science and Applications, ICISA 2019
AU - Park, Hae Chan
AU - Baek, Nakhoon
N1 - Publisher Copyright:
© Springer Nature Singapore Pte Ltd 2020.
PY - 2020
Y1 - 2020
N2 - 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.
AB - 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.
KW - Game engine
KW - Light-weight
KW - Rendering engine
UR - http://www.scopus.com/inward/record.url?scp=85077492747&partnerID=8YFLogxK
U2 - 10.1007/978-981-15-1465-4_23
DO - 10.1007/978-981-15-1465-4_23
M3 - Conference contribution
AN - SCOPUS:85077492747
SN - 9789811514647
T3 - Lecture Notes in Electrical Engineering
SP - 223
EP - 227
BT - Information Science and Applications, ICISA 2019
A2 - Kim, Kuinam J.
A2 - Kim, Hye-Young
PB - Springer
Y2 - 16 December 2019 through 18 December 2019
ER -