Game Engine Architecture

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Use a game engine to create a video game. Its reusable components provide the general functionality. Define resources and building blocks.

What are the key elements of a game engine?

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Game Engine Architecture

  1. 1. GAME ENGINE ARCHITECTURE
  2. 2. MAIN CLASSES
  3. 3. VIEW CONTROLLER, VIEW • Update loop • Render loop • Events
  4. 4. SCENE MANAGER • Called on update and render cycles • Swaps scenes • Handles events
  5. 5. SCENE • Content into scenes • Nodes to be rendered • Per-frame processing
  6. 6. NODE • Basic elements • Tree hierarchy • Applies selected properties from its parent
  7. 7. RESOURCES
  8. 8. TEXTURES • Graphical data • Avoid multiple memory usage • Preloading
  9. 9. FONTS • Image, or • Pre-generated bitmap
 from vector font
  10. 10. SOUNDS • Short sound effects • Instant play • Simultaneous play • Uncompressed data • Preloading
  11. 11. SHADERS • Programs for GPUs • Visual effects • Less CPU usage
  12. 12. MATERIALS • Lighting properties • Shader Program selection • Used by Buffer Nodes
  13. 13. VERTEX AND INDEX BUFFER • Vertex data • Index data • Points, lines, or triangles • Owned by Buffer Nodes
  14. 14. NODES
  15. 15. BUFFER NODE • Draws aVertex Buffer • Index Buffer is optional
  16. 16. SPRITE NODE • Textured sprite • Rectangular 2D image • Clipping
  17. 17. LABEL NODE • Draws a string • Uses Font resource • Align modes • Word-wrap • Clipping
  18. 18. EMITTER NODE • Particle systems • Visual effects • Own coordinate-system • Source of particles
  19. 19. CAMERA NODE • Represents the viewer’s point of view • Used by the Render Pipeline
  20. 20. LIGHT NODE • Ambient, directional, point source • Lighting is enabled by the used Material • Limited count
  21. 21. SOUND NODE • Plays a sound • 3D or stereo sound effect by its position • Attach to graphical representation
  22. 22. MUSIC NODE • Plays the background music • Single • Compressed data • Buffered play • Looping
  23. 23. RENDER PIPELINE
  24. 24. RENDER PIPELINE • Executed on render cycle • For the presented scene • Single or multiple steps
  25. 25. RENDER STEP • Selects destination buffer • Specifies root source node (generally the scene) • Uses a camera for the point of view
  26. 26. OTHER COMPONENTS
  27. 27. GAME RELATED • 2D or 3D physics simulation • Game Center or similar gaming network
  28. 28. MONETIZATION, MEDIA • In-app purchases • Advertising • Social media interactions
  29. 29. by Attila Jenei ! http://www.attilajenei.com Game Engine Architecture

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