Choosing your Game Engine
by Mark DeLoura on Oct 12, 2009
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Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do be...
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
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1) there was a transition somewhere over the 2000-2004 that went from 'herculean effort from single tech lead programmer' (aka Carmack et al) to 'too big for any one man' with things like Half Life 2. That certainly played a role here.
2) I did a similar presentation internally here, and one of the things I added in there was the attitude toward middleware/engines in marketing of game titles that went something like this (mapped to your different periods)
- Real men don't use middleware (only second rate guys don't write their own stuff)
- Middleware is a four letter word ('We licensed the quake engine but we completely rewrote it' - how many times did you read that in a press interview?)
- MIddleware is a feature ('Built using Unreal!' so it must be good, right?)
- future: middleware is a 'dont-care'? No one talks about which C compiler they use, or which modelling package, etc. 2 years ago Reply
The high-end, mid-range and casual/web engines have typically nice world/level builders tools. They can import models from Maya, Max and Blender. But I find it suprising that there isn't a good open source general purpose world builder or level editor available. 2 years ago Reply