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Issue No.03 - May/June (2005 vol.25)
pp: 10-12
Rudy Darken , The Modeling, Virtual Environments, and Simulation (Moves) Institute
Perry McDowell , The Modeling, Virtual Environments, and Simulation (Moves) Institute
Erik Johnson , The Modeling, Virtual Environments, and Simulation (Moves) Institute
ABSTRACT
What is it that all game engines and visual simulation tools have in common? A lot, as it turns out. In fact, game engines have so much in common that you have to wonder if they should actually be a commodity--and they should be. That advanced feature that makes one game engine different from all the rest is part of the reason why game engines and visual simulation tools cost so much. Furthermore, most game engines have a unique development pipeline associated with them. The way content is developed and integrated is specific to that engine, implying limited (if any) portability and reuse. This business model is perfectly appropriate for the entertainment industry where having the latest graphics features can make or break a title, but to the training community, the model simply does not work. We need to think differently.
INDEX TERMS
game engines, open source, Delta3D
CITATION
Rudy Darken, Perry McDowell, Erik Johnson, "The Delta3D Open Source Game Engine", IEEE Computer Graphics and Applications, vol.25, no. 3, pp. 10-12, May/June 2005, doi:10.1109/MCG.2005.67
REFERENCES
1. A. Balogh, Real-Time Visualization of Detailed Terrain, master's thesis, Budapest University of Technology and Economics, 2003; http://web.interware.hu/bandiranger.html .
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