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Design of SelfEngine: A Lightweight Game Engine

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Information Science and Applications

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 621))

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.

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References

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Acknowledgements

This work has supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education (Grand No. NRF-2019R1I1A3A01061310).

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Park, H.C., Baek, N. (2020). Design of SelfEngine: A Lightweight Game Engine. In: Kim, K., Kim, HY. (eds) Information Science and Applications. Lecture Notes in Electrical Engineering, vol 621. Springer, Singapore. https://doi.org/10.1007/978-981-15-1465-4_23

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  • DOI: https://doi.org/10.1007/978-981-15-1465-4_23

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-15-1464-7

  • Online ISBN: 978-981-15-1465-4

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