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P.S.G.V.P.

M’s
D.N.Patel C.O.E. Shahada

Department of E&TC Engineering


SEMINAR ON

GAME ENGINE
PRESENTED BY:
Patil Darshan Bharat
S.Y. B.Tech.(E&TC)

GUIDED BY: HOD


PROF. V.K. Patil PROF.V.K.Patil
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AGENDA
▪ Introduction
▪ Literature survey
▪ Concept
▪ Functional and Technical Details
▪ Advantages and Disadvantages
▪ Conclusion and Future scope
▪ References

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INTRODUCTION
• A software framework that helps to make video game.

• Provides core functionality, including:


 Rendering engine
 Physics engine or collision detection.
 Sound
 Scripting
 Animation
 Artificial Intelligence(AI)

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LITERATURE SURVEY
History
▪ The term "game engine" arose in the mid-1990s,
especially in connection with 3D games such as first-person
shooters with a first-person shooter engine. Epic games,
founded by developer Tim Sweeney, debuted Unreal
Engine in the year 1998.

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Basic Concept

➔ A game engine is the core developer tool used in


developing computer games.
➔ This software is used to more quickly and efficiently
enable a developer to create a game for individual or
multiple platforms without having to recode core elements
and game functionality.

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CONCEPT
A game engine consists of three smaller engines:

 Math Engine

 Rendering Engine

 Physics Engine

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The Math Engine


The math engine handles all linear algebra operations and geometric
operations.

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The Rendering Engine


To render a pixel on a screen you need to communicate with the GPU. To
do so, you need a medium.

DEPARTMENT OF E&TC ENGINEERING


The Physics Engine
The physics engine determines the position and velocity of an entity.
It does this by integrating the external forces acting on the entity.
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FUNCTIONAL AND TECHNICAL


DETAILS
Features of 2D game engines include:

 Scripting languages – flash;

 Visual script – dragging and dropping;

 Artificial intelligence;

 Physics;

 Sounds;

 Automatic scrolling;

 Built-in controls.
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Features of 3D engines include:

 Scripting languages – flash;

 Visual script – dragging and dropping;

 Artificial intelligence;

 Physics;

 Sounds;

 Automatic Scrolling;

 Controls;

 XYZ coordinates;

 Mesh (i.e. trees, bushes, etc).


ADVANTAGES AND DISADVANTAGES
ADVANTAGES:
• Organizes and speed ups the development process
• Less testing and debugging
• Better focus game design aspects
• Enables the game to run on multiple platforms
DISADVANTAGES:
• Limited from all aspects

• Problems with license and third-parties libraries

• Game engines generally are not free.

• If you are modifying anything, you now need to become familiar with a

new codebase.
CONCLUSION AND FUTURE SCOPE
CONCLUSION:

• You could add more levels, add stairway objects to move between them,
add more enemy types, and collectibles, and upgrades… the list goes on.

FUTURE SOPE:
• In 2018, the global games engine market was estimated at USD 2,038.8
million, and it is expected to reach USD 9,668.6 million by 2030, at
a CAGR of 13.69 %.
REFERNCES
• Fleming, J., 2007. Down the hyper-spatial tube: Spacewar and the birth
of digital game culture. Available from: http://www.gamasutra.com.

• Simpson, J., 2002. Game engine anatomy : http://www.extremetech.com


.

• Stephens, N., 2001. “game engine” versus “rendering engine”. Letters to


the Editor, http://www.gamasutra.com.

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