Choosing the Game Engine that is Right for
- Slides: 76
Choosing the Game Engine that is Right for You Mark De. Loura October 12, 2009
Introduction
Topics • The Evolution of Game Engines • Choosing a Game Engine • Available Engines
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 • 1995: Software-rendered engines – Argonaut’s BRender – Criterion’s Renderware – Render. Morphics’ Reality Lab
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 • 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: Unreal (Unreal Engine 1)
Software 3 D to Hardware 3 D • 1999: Quake 3 (id. Tech 3)
Consoles Embrace Engines • 1999: Play. Station 2
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 • 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 purchases Criterion (Renderware) • 2005: Emergent purchases NDL (Net. Immerse, Gamebryo)
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 • 1993: Doom (id. Tech 1)
The Mod Generation • 1997: Quake 2 (id. Tech 2)
The Mod Generation • 1998: Unreal (Unreal Engine 1)
The Mod Generation • 2001: Tribes 2 (Torque)
The Mod Generation • 2002: Criterion ships Renderware Studio
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: Crysis (Cry. Engine 2)
Shader Evolution • 1999 -2000: “All games on a particular engine look the same. ”
Shader Evolution • 2000: Ge. Force 3 released
Shader Evolution • 2004: Doom 3 (id. Tech 4)
Shader Evolution • 2004: Half-Life 2 (Source)
Shader Evolution • 2004: Far Cry (Cry. Engine)
Shader Evolution • 2007: Gears of War (Unreal Engine 3)
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 technology
1. Create Your Game Design • A draft Game Design Document
2. Create Your Tech Design • A draft Technical Design Document
3. Create Your Production Plan • A draft Production Plan
4. Now Look at Engines!
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? – 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 – 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 structure? 17. 9% 82. 1% Flat-rate Royalty
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 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 for similar games which use the engine • Design – What is most important? Graphics? Interaction? Physics?
Support • Documentation • Support team structure • Samples and tutorials
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!
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 preview on target platform 37. 5% 62. 5%
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 debugger • 51. 3% of projects use Lua
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% 10. 3% Yes No Chart Title 89. 7% Yes No
Integration • Survey: Most popular middleware libraries – Bink – FMOD – Havok – Scaleform – Kynapse – Wwise
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
Most Importantly • DEMO!
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 Darkstar (server)
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. Tech Trinigy’s Vision Engine Vicious Cycle’s Vicious Engine
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 • 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
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 • Crytek’s Cry. Engine 3 (2) – AION, Entropia
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
Casual Games • Unity
Casual Games • Torque
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 articles: – http: //www. gamasutra. com/blogs/M ark. De. Loura/124/
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