Game Engine for Serious Games An Overview by Flt Lt KashifShamaun
What are Serious Games A game designed for a primary purpose other than pure entertainment. The word “serious“ is generally appended to refer products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics.
3D Sound 3D audio Sounds are part of the scene graph Each sound has a geometric location Dolby Pro Logic and Dolby Digital “5.1” channels: 2 main, center, 2 rear surround, subwoofer
Simulation or Physics Engine Models behavior in game world Collision detection FDM in case of Flight Simulator
Artificial Intelligence Design of intelligent agents where an intelligent agent is a system that perceives its environment and takes actions which maximize its chances of success. Computer generated forces or enemies
Network Traffic Synchronize game clients Game world is a distributed database Scene graph derived from game world Industry standards HLA (High Level Architecture) CIGI (Common Image Generator Interface) DIS (Distributed Interface Simulation)
Environment Visibility range Cloud layers, solid or variable patchiness Wet & snow-covered surfaces Thunderstorm cell, lightning flash & bolt Volumetric ground & patchy fog Sea states 0 through 9
Antialiasing Antialiasing, as the name suggests, is a technique used to combat an effect known as aliasing.
Addressable moving objects The number of moving or animated models per frame.
Blend zones and Alpha transparency level Alpha blending is the process of combining a translucent foreground color with a background color, thereby producing a new blended color. The number of alpha blending in a frame is blend zones. Alpha transparency level is the level of transparency that can be handled.
z-Buffer Itis the management of image depth coordinates in three-dimensional (3-D) graphics It is designed to improve efficiency by selectively choosing which elements in a scene need to be rendered
Iteration rate The "physics" iterations performed every second.
Polygonal capacity The polygon capacity of an image generator is most often expressed in polygons per second. The polygons per second number is divided by any frame rate to yield the polygons in each image.
Other Features Output modes Number of channels Database Type Supported
References Presages Creator Manuals “Game Hardware and Engines” by J. Scott Hofmann www.wikipedia.org www.gamedev.net “Game Development All in One” by Bruno Miguel Teixeira de Sousa Quantum 3D IG brochures Medellin 6000 brochure Images from www.google.com and www.bing.com search engines “3D Engines in games” by Author: Michal Valient “Introduction to Graphics Hardware and GPUs” by Yannick and Tom