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Choosing the Game Engine
   that is Right for You
        Mark DeLoura
    Videogame Technology
          Consultant
       October 12, 2009
Introduction
Topics

• The Evolution of Game Engines

• Choosing a Game Engine

• Available Engines
The Evolution of Game
             Engines

•   Graphics engines to game engines
•   Software 3D to hardware 3D
•   Consoles embrace game engines
•   The Mod generation
•   Shader evolution
•   Costs and complexity
Graphics Engines
       to Game Engines
• 1993: Doom (idTech 1)
Graphics Engines
       to Game Engines
• 1995: Software-rendered engines
  – Argonaut’s BRender
  – Criterion’s Renderware
  – RenderMorphics’ Reality Lab
Graphics Engines
       to Game Engines
• 1996: Quake 1
Software 3D to Hardware 3D
• 1996: Quake 1
Software 3D to Hardware 3D
• 1997: Quake 2 (idTech 2)
Software 3D to Hardware 3D
• 1998: Half-Life (GoldSRC)
Software 3D to Hardware 3D
• 1998: Unreal (Unreal Engine 1)
Software 3D to Hardware 3D
• 1999: Quake 3 (idTech 3)
Consoles Embrace Engines
• 1999: PlayStation2
Consoles Embrace Engines
• 1999: NDL’s NetImmerse 3D
• 2000: Intrinsic Graphics’ Alchemy
Consoles Embrace Engines
• 2001: Grand Theft Auto III uses
  Criterion’s Renderware
Consoles Embrace Engines
• 2003: Unreal 2 PC (Unreal Engine 2)
• 2004: Unreal 2 Xbox; PS2 in dev
Consoles Embrace Engines
• 2003: Vicarious Visions purchases
  Intrinsic Graphics (Alchemy)

• 2004: EA purchases Criterion
  (Renderware)

• 2005: Emergent purchases NDL
  (NetImmerse, Gamebryo)
Engines Embrace Consoles

• 2007: Unreal Engine 3
  – PC, Xbox360, PS3


• 2009: CryEngine 3
  – PC, Xbox360, PS3
The Mod Generation
The Mod Generation
• 1993: Doom (idTech 1)
The Mod Generation
• 1997: Quake 2 (idTech 2)
The Mod Generation
• 1998: Unreal (Unreal Engine 1)
The Mod Generation
• 2001: Tribes 2 (Torque)
The Mod Generation
• 2002: Criterion ships Renderware
  Studio
The Mod Generation

• 2004: Doom 3 (idTech 4)

• 2004: Half-Life 2 (Source)

• 2004: FarCry (CryEngine)
The Mod Generation
• 2007: Gears of War (Unreal Engine 3)
The Mod Generation
• 2007: Crysis (CryEngine 2)
Shader Evolution
• 1999-2000: “All games on a
  particular engine look the same.”
Shader Evolution
• 2000: GeForce3 released
Shader Evolution
• 2004: Doom 3 (idTech 4)
Shader Evolution
• 2004: Half-Life 2 (Source)
Shader Evolution
• 2004: Far Cry (CryEngine)
Shader Evolution
• 2007: Gears of War (Unreal Engine 3)
Current Engine Trends
• Game development costs are very
  high
  – Amortize development across
    multiple games and multiple
    platforms

• Multi-processor complexity
  – Encourages use of game engines that
    make multi-processor development
    simpler
Choosing a Game Engine

• The most important decision you
  will make about game technology
1. Create Your Game Design
• A draft Game Design Document
2. Create Your Tech Design
• A draft Technical Design Document
3. Create Your Production Plan

• A draft Production Plan
4. Now Look at Engines!
Developer Survey

• February 2009 survey of game
  developers on game engines
  – Senior producers
  – Senior engineers


• Results published on
  Gamasutra.com
Game Engine Decisions
• The most important considerations
  – Cost: What can you afford?
  – Relevance to platforms, genre, design
  – Support
  – Functionality: Time saved
  – Tools and Content Pipeline
  – Integration into Current Technology
  – Flexibility
Cost: What can you afford?
• Tiers of game engines roughly
  match cost
  – MMO Engines
  – High-end Engines
  – Mid-range Engines
  – Casual / Web Engines
  – Open source PC Engines
Cost: What can you afford?
• Deal structures are flexible
  – Survey: Preferred deal structure?


          17.9%

                               Flat-rate
                  82.1%        Royalty
Cost: What can you afford?
• Other costs to keep in mind
  – Training
  – Integration time
  – Support and maintenance fees
  – Add-ons
  – Potentially unhappy employees
Cost: What can you afford?
• Potentially unhappy employees?
  – Survey: If budget and time were no
    object, which of these would you
    prefer?

             7.0%
    9.3%
                    46.5%   Create ourselves
                            Use middleware
     37.2%
                            Purchase engine
                            Other
Relevance
• Platforms
  – MMO, PC standalone, consoles,
    handhelds, mobile
• Genre
  – Look for similar games which use the
    engine
• Design
  – What is most important? Graphics?
    Interaction? Physics?
Support

• Documentation

• Support team structure

• Samples and tutorials
Support
• Survey: Most important engine
  practices
  1.   Source code is available
  2.   Known to easily integrate
  3.   Resource management is tweakable
  4.   Ongoing access to current builds
  5.   Clear development roadmap
Support
• Get a demo license!
Functionality
• Survey: Most important engine
  systems
  1.   Multi-threading system
  2.   Rendering pipeline
  3.   Animation system
  4.   Collision detection / physics system
  5.   Streaming system
  6.   Networking design
• Varies based on game, team
  expertise, other middleware
Tools and Pipeline
• Survey: Most important engine
  tools
  1. Profiling system
  2. Live preview on target platform


         37.5%
                                  Yes
                      62.5%
                                  No
Tools and Pipeline
• Most important engine tools
  3. Standalone world builder
  4. Particle system editor
Tools and Pipeline
• More important engine tools

  5. Scripting system
     • Run-time script debugger
     • 51.3% of projects use Lua
Tools and Pipeline
• Build Process
  – Average code change: 3.5 minutes
  – Average full rebuild: 105 minutes
         Using Automated Builds
        11.9%


                                  Yes
                   88.1%          No
Integration
• Existing custom technology
• Middleware technology

   Using Engine            Using Middleware
                          10.3%
 45.0%
                    Yes                       Yes
         55.0%                    89.7%
                    No                        No
Integration
• Survey: Most popular middleware
  libraries
  – Bink
  – FMOD
  – Havok
  – Scaleform
  – Kynapse
  – Wwise
Flexibility
• What range of games are made on
  the engine?

• Talk to people who have used the
  engine.

• Work with the code: how brittle is
  it?
Other important factors

• Outsourcing

• Source code escrow
Most Importantly
• DEMO!
Currently Available Engines
•   MMO Engines
•   High-end Engines
•   Mid-range Engines
•   Casual / Web Engines
•   Open source PC Engines
MMO Engines
• BigWorld Technology Suite
• Simutronics’ HeroEngine

• Sun’s Project Darkstar (server)
High-end Engines
• Epic’s Unreal Engine 3
• Crytek’s CryEngine 3
• Digital Extremes’ Evolution Engine

• id’s idTech 4/5/6
• Valve’s Source
Mid-range Engines
•   Emergent’s Gamebryo
•   Terminal Reality’s Infernal Engine
•   Blitz Games’ BlitzTech
•   Trinigy’s Vision Engine
•   Vicious Cycle’s Vicious Engine
Casual / Web Engines
• Unity Technologies’ Unity
• Garage Games’ Torque
• Macromedia Flash
  – For example, PushButton Engine
• Sun’s Java
  – For example, jMonkey Engine
Open source PC Engines
• Irrlicht
• OGRE3D
• Panda3D

• Many more listed at:
  – en.wikipedia.org/wiki/List_of_game_
    engines
  – zh.wikipedia.org/wiki/游戏引擎列表
Another option:
       Use middleware

• Use middleware to supplement
  your own engine
Online Games
• BigWorld Technology
  – Tian Xia 2, Kingdom Heroes 2 Online,
    Chuang Shi Online
Online Games
• Simutronics’ HeroEngine
  – Star Wars: The Old Republic
Online Games
• Crytek’s CryEngine 3 (2)
  – AION, Entropia
Online Games
• Unreal Engine 3
  – Alliance of Valiant Arms (A.V.A.), APB,
    Huxley, The Agency
Online Games
• Gamebryo
  – Warhammer Online, Wizard 101,
    Dark Age of Camelot
Casual Games
• Unity
Casual Games
• Torque
Conclusion
• There are many, MANY engines

• Plan what you are making BEFORE
  analyzing game engines

• Each engine has unique features –
  analyze games, talk to users, demo
  the pipeline, examine the code
Closing
• Mark DeLoura’s contact info:
  – http://www.satori.org
  – mdeloura@satori.org
• Gamasutra engine articles:
  – http://www.gamasutra.com/blogs/M
    arkDeLoura/124/

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