Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine

被引:3
|
作者
Stowell, Tim [1 ,2 ]
Scoresby, Jon [1 ,3 ]
Capell, Michael R. [1 ,4 ]
Shelton, Brett E. [1 ,5 ,6 ]
机构
[1] Utah State Univ, Logan, UT 84322 USA
[2] Coll Nat Resources, Web developer, Logan, UT 84321 USA
[3] Utah State Univ, Ctr Open & Sustainable Learning, Logan, UT 84322 USA
[4] Utah State Univ, Animat & design, Logan, UT 84322 USA
[5] Utah State Univ, Instruct technol & learning Sci, Logan, UT 84322 USA
[6] Ctr Open & Sustainable Learning, Logan, UT 84322 USA
关键词
Game Engine; Virtual Environments; Reusable Libraries; Open Source Code Organization; System Integration; Serious Games;
D O I
10.4018/jgcms.2009091502
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of which libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.
引用
收藏
页码:20 / 49
页数:30
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