Choosing the Game Engine that is Right for

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Choosing the Game Engine that is Right for You Mark De. Loura October 12,

Choosing the Game Engine that is Right for You Mark De. Loura October 12, 2009

Introduction

Introduction

Topics • The Evolution of Game Engines • Choosing a Game Engine • Available

Topics • The Evolution of Game Engines • Choosing a Game Engine • Available Engines

The Evolution of Game Engines • • • Graphics engines to game engines Software

The Evolution of Game Engines • • • Graphics engines to game engines Software 3 D to hardware 3 D Consoles embrace game engines The Mod generation Shader evolution Costs and complexity

Graphics Engines to Game Engines • 1993: Doom (id. Tech 1)

Graphics Engines to Game Engines • 1993: Doom (id. Tech 1)

Graphics Engines to Game Engines • 1995: Software-rendered engines – Argonaut’s BRender – Criterion’s

Graphics Engines to Game Engines • 1995: Software-rendered engines – Argonaut’s BRender – Criterion’s Renderware – Render. Morphics’ Reality Lab

Graphics Engines to Game Engines • 1996: Quake 1

Graphics Engines to Game Engines • 1996: Quake 1

Software 3 D to Hardware 3 D • 1996: Quake 1

Software 3 D to Hardware 3 D • 1996: Quake 1

Software 3 D to Hardware 3 D • 1997: Quake 2 (id. Tech 2)

Software 3 D to Hardware 3 D • 1997: Quake 2 (id. Tech 2)

Software 3 D to Hardware 3 D • 1998: Half-Life (Gold. SRC)

Software 3 D to Hardware 3 D • 1998: Half-Life (Gold. SRC)

Software 3 D to Hardware 3 D • 1998: Unreal (Unreal Engine 1)

Software 3 D to Hardware 3 D • 1998: Unreal (Unreal Engine 1)

Software 3 D to Hardware 3 D • 1999: Quake 3 (id. Tech 3)

Software 3 D to Hardware 3 D • 1999: Quake 3 (id. Tech 3)

Consoles Embrace Engines • 1999: Play. Station 2

Consoles Embrace Engines • 1999: Play. Station 2

Consoles Embrace Engines • 1999: NDL’s Net. Immerse 3 D • 2000: Intrinsic Graphics’

Consoles Embrace Engines • 1999: NDL’s Net. Immerse 3 D • 2000: Intrinsic Graphics’ Alchemy

Consoles Embrace Engines • 2001: Grand Theft Auto III uses Criterion’s Renderware

Consoles Embrace Engines • 2001: Grand Theft Auto III uses Criterion’s Renderware

Consoles Embrace Engines • 2003: Unreal 2 PC (Unreal Engine 2) • 2004: Unreal

Consoles Embrace Engines • 2003: Unreal 2 PC (Unreal Engine 2) • 2004: Unreal 2 Xbox; PS 2 in dev

Consoles Embrace Engines • 2003: Vicarious Visions purchases Intrinsic Graphics (Alchemy) • 2004: EA

Consoles Embrace Engines • 2003: Vicarious Visions purchases Intrinsic Graphics (Alchemy) • 2004: EA purchases Criterion (Renderware) • 2005: Emergent purchases NDL (Net. Immerse, Gamebryo)

Engines Embrace Consoles • 2007: Unreal Engine 3 – PC, Xbox 360, PS 3

Engines Embrace Consoles • 2007: Unreal Engine 3 – PC, Xbox 360, PS 3 • 2009: Cry. Engine 3 – PC, Xbox 360, PS 3

The Mod Generation

The Mod Generation

The Mod Generation • 1993: Doom (id. Tech 1)

The Mod Generation • 1993: Doom (id. Tech 1)

The Mod Generation • 1997: Quake 2 (id. Tech 2)

The Mod Generation • 1997: Quake 2 (id. Tech 2)

The Mod Generation • 1998: Unreal (Unreal Engine 1)

The Mod Generation • 1998: Unreal (Unreal Engine 1)

The Mod Generation • 2001: Tribes 2 (Torque)

The Mod Generation • 2001: Tribes 2 (Torque)

The Mod Generation • 2002: Criterion ships Renderware Studio

The Mod Generation • 2002: Criterion ships Renderware Studio

The Mod Generation • 2004: Doom 3 (id. Tech 4) • 2004: Half-Life 2

The Mod Generation • 2004: Doom 3 (id. Tech 4) • 2004: Half-Life 2 (Source) • 2004: Far. Cry (Cry. Engine)

The Mod Generation • 2007: Gears of War (Unreal Engine 3)

The Mod Generation • 2007: Gears of War (Unreal Engine 3)

The Mod Generation • 2007: Crysis (Cry. Engine 2)

The Mod Generation • 2007: Crysis (Cry. Engine 2)

Shader Evolution • 1999 -2000: “All games on a particular engine look the same.

Shader Evolution • 1999 -2000: “All games on a particular engine look the same. ”

Shader Evolution • 2000: Ge. Force 3 released

Shader Evolution • 2000: Ge. Force 3 released

Shader Evolution • 2004: Doom 3 (id. Tech 4)

Shader Evolution • 2004: Doom 3 (id. Tech 4)

Shader Evolution • 2004: Half-Life 2 (Source)

Shader Evolution • 2004: Half-Life 2 (Source)

Shader Evolution • 2004: Far Cry (Cry. Engine)

Shader Evolution • 2004: Far Cry (Cry. Engine)

Shader Evolution • 2007: Gears of War (Unreal Engine 3)

Shader Evolution • 2007: Gears of War (Unreal Engine 3)

Current Engine Trends • Game development costs are very high – Amortize development across

Current Engine Trends • Game development costs are very high – Amortize development across multiple games and multiple platforms • Multi-processor complexity – Encourages use of game engines that make multi-processor development simpler

Choosing a Game Engine • The most important decision you will make about game

Choosing a Game Engine • The most important decision you will make about game technology

1. Create Your Game Design • A draft Game Design Document

1. Create Your Game Design • A draft Game Design Document

2. Create Your Tech Design • A draft Technical Design Document

2. Create Your Tech Design • A draft Technical Design Document

3. Create Your Production Plan • A draft Production Plan

3. Create Your Production Plan • A draft Production Plan

4. Now Look at Engines!

4. Now Look at Engines!

Developer Survey • February 2009 survey of game developers on game engines – Senior

Developer Survey • February 2009 survey of game developers on game engines – Senior producers – Senior engineers • Results published on Gamasutra. com

Game Engine Decisions • The most important considerations – Cost: What can you afford?

Game Engine Decisions • The most important considerations – Cost: What can you afford? – Relevance to platforms, genre, design – Support – Functionality: Time saved – Tools and Content Pipeline – Integration into Current Technology – Flexibility

Cost: What can you afford? • Tiers of game engines roughly match cost –

Cost: What can you afford? • Tiers of game engines roughly match cost – MMO Engines – High-end Engines – Mid-range Engines – Casual / Web Engines – Open source PC Engines

Cost: What can you afford? • Deal structures are flexible – Survey: Preferred deal

Cost: What can you afford? • Deal structures are flexible – Survey: Preferred deal structure? 17. 9% 82. 1% Flat-rate Royalty

Cost: What can you afford? • Other costs to keep in mind – Training

Cost: What can you afford? • Other costs to keep in mind – Training – Integration time – Support and maintenance fees – Add-ons – Potentially unhappy employees

Cost: What can you afford? • Potentially unhappy employees? – Survey: If budget and

Cost: What can you afford? • Potentially unhappy employees? – Survey: If budget and time were no object, which of these would you prefer? 9. 3% 7. 0% 46. 5% 37. 2%

Relevance • Platforms – MMO, PC standalone, consoles, handhelds, mobile • Genre – Look

Relevance • Platforms – MMO, PC standalone, consoles, handhelds, mobile • Genre – Look for similar games which use the engine • Design – What is most important? Graphics? Interaction? Physics?

Support • Documentation • Support team structure • Samples and tutorials

Support • Documentation • Support team structure • Samples and tutorials

Support • Survey: Most important engine practices 1. 2. 3. 4. 5. Source code

Support • Survey: Most important engine practices 1. 2. 3. 4. 5. Source code is available Known to easily integrate Resource management is tweakable Ongoing access to current builds Clear development roadmap

Support • Get a demo license!

Support • Get a demo license!

Functionality • Survey: Most important engine systems 1. 2. 3. 4. 5. 6. Multi-threading

Functionality • Survey: Most important engine systems 1. 2. 3. 4. 5. 6. Multi-threading system Rendering pipeline Animation system Collision detection / physics system Streaming system Networking design • Varies based on game, team expertise, other middleware

Tools and Pipeline • Survey: Most important engine tools 1. Profiling system 2. Live

Tools and Pipeline • Survey: Most important engine tools 1. Profiling system 2. Live preview on target platform 37. 5% 62. 5%

Tools and Pipeline • Most important engine tools 3. Standalone world builder 4. Particle

Tools and Pipeline • Most important engine tools 3. Standalone world builder 4. Particle system editor

Tools and Pipeline • More important engine tools 5. Scripting system • Run-time script

Tools and Pipeline • More important engine tools 5. Scripting system • Run-time script debugger • 51. 3% of projects use Lua

Tools and Pipeline • Build Process – Average code change: 3. 5 minutes –

Tools and Pipeline • Build Process – Average code change: 3. 5 minutes – Average full rebuild: 105 minutes Chart Title 11. 9% Yes No 88. 1%

Integration • Existing custom technology • Middleware technology Chart Title 45. 0% 55. 0%

Integration • Existing custom technology • Middleware technology Chart Title 45. 0% 55. 0% 10. 3% Yes No Chart Title 89. 7% Yes No

Integration • Survey: Most popular middleware libraries – Bink – FMOD – Havok –

Integration • Survey: Most popular middleware libraries – Bink – FMOD – Havok – Scaleform – Kynapse – Wwise

Flexibility • What range of games are made on the engine? • Talk to

Flexibility • What range of games are made on the engine? • Talk to people who have used the engine. • Work with the code: how brittle is it?

Other important factors • Outsourcing • Source code escrow

Other important factors • Outsourcing • Source code escrow

Most Importantly • DEMO!

Most Importantly • DEMO!

Currently Available Engines • • • MMO Engines High-end Engines Mid-range Engines Casual /

Currently Available Engines • • • MMO Engines High-end Engines Mid-range Engines Casual / Web Engines Open source PC Engines

MMO Engines • Big. World Technology Suite • Simutronics’ Hero. Engine • Sun’s Project

MMO Engines • Big. World Technology Suite • Simutronics’ Hero. Engine • Sun’s Project Darkstar (server)

High-end Engines • Epic’s Unreal Engine 3 • Crytek’s Cry. Engine 3 • Digital

High-end Engines • Epic’s Unreal Engine 3 • Crytek’s Cry. Engine 3 • Digital Extremes’ Evolution Engine • id’s id. Tech 4/5/6 • Valve’s Source

Mid-range Engines • • • Emergent’s Gamebryo Terminal Reality’s Infernal Engine Blitz Games’ Blitz.

Mid-range Engines • • • Emergent’s Gamebryo Terminal Reality’s Infernal Engine Blitz Games’ Blitz. Tech Trinigy’s Vision Engine Vicious Cycle’s Vicious Engine

Casual / Web Engines • Unity Technologies’ Unity • Garage Games’ Torque • Macromedia

Casual / Web Engines • Unity Technologies’ Unity • Garage Games’ Torque • Macromedia Flash – For example, Push. Button Engine • Sun’s Java – For example, j. Monkey Engine

Open source PC Engines • Irrlicht • OGRE 3 D • Panda 3 D

Open source PC Engines • Irrlicht • OGRE 3 D • Panda 3 D • Many more listed at: – en. wikipedia. org/wiki/List_of_game_ engines – zh. wikipedia. org/wiki/游�引擎列表

Another option: Use middleware • Use middleware to supplement your own engine

Another option: Use middleware • Use middleware to supplement your own engine

Online Games • Big. World Technology – Tian Xia 2, Kingdom Heroes 2 Online,

Online Games • Big. World Technology – Tian Xia 2, Kingdom Heroes 2 Online, Chuang Shi Online

Online Games • Simutronics’ Hero. Engine – Star Wars: The Old Republic

Online Games • Simutronics’ Hero. Engine – Star Wars: The Old Republic

Online Games • Crytek’s Cry. Engine 3 (2) – AION, Entropia

Online Games • Crytek’s Cry. Engine 3 (2) – AION, Entropia

Online Games • Unreal Engine 3 – Alliance of Valiant Arms (A. V. A.

Online Games • Unreal Engine 3 – Alliance of Valiant Arms (A. V. A. ), APB, Huxley, The Agency

Online Games • Gamebryo – Warhammer Online, Wizard 101, Dark Age of Camelot

Online Games • Gamebryo – Warhammer Online, Wizard 101, Dark Age of Camelot

Casual Games • Unity

Casual Games • Unity

Casual Games • Torque

Casual Games • Torque

Conclusion • There are many, MANY engines • Plan what you are making BEFORE

Conclusion • There are many, MANY engines • Plan what you are making BEFORE analyzing game engines • Each engine has unique features – analyze games, talk to users, demo the pipeline, examine the code

Closing • Mark De. Loura’s blog: – http: //www. satori. org • Gamasutra engine

Closing • Mark De. Loura’s blog: – http: //www. satori. org • Gamasutra engine articles: – http: //www. gamasutra. com/blogs/M ark. De. Loura/124/