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Nihav Jain
PERSONAL PROGRAMMING PROJECT
CROSS-PLATFORM GAME
ENGINE
Summer 2016 – UCF FIEA
Objective
• Develop a data-driven cross-platform game engine supporting –
• Desktop
• XBOX One
• Android
• Develop a game using the engine and produce playable builds for all
supported platforms
Motivation
• New development platforms coming up quite frequently
• Engine / SDK development
• Getting to know all the different sub-systems involved in a game and the
development pipeline
• Companies want developers with console / mobile experience
Reference Material
• Jason Gregory, Game Engine Architecture (Second Edition)
• Game engine developed for Desktop in the Spring 2016 semester
Key Focus Areas
• How the various sub-systems of a game
engine fit-in the architecture
• How do these sub-systems work in a cross-
platform environment
• Main sub-systems for this project -
• File Management
• Memory Management
• Input
• Audio
• 2D Graphics
• 2D Physics
Schedule
# Objective Start End
1. Project setup; run samples for XBOX & Android 5/30 6/05
2. Memory manager 6/06 6/12
3. File manager 6/13 6/19
4. Graphics for XBOX (DirectX11) 6/20 6/26
5. Graphics for Android (OpenGL ES) 6/27 7/03
6. Input 7/04 7/10
7. Audio 7/11 7/17
8. Physics 7/18 7/24
9. Bug fixes, cleanup, documentation 7/25 7/31
Stretch Goals
• Networking layer
• 3D graphics and physics
What this project is NOT
• Learning to make a graphics engine, physics engine, random number
generator, AI systems, animation engine or any other specific sub-system of
a game engine
• Developing a unique scripting language and writing a compiler for it
Questions?
Thank You

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Cross Platform Game Engine - Project proposal

  • 1. Nihav Jain PERSONAL PROGRAMMING PROJECT CROSS-PLATFORM GAME ENGINE Summer 2016 – UCF FIEA
  • 2. Objective • Develop a data-driven cross-platform game engine supporting – • Desktop • XBOX One • Android • Develop a game using the engine and produce playable builds for all supported platforms
  • 3. Motivation • New development platforms coming up quite frequently • Engine / SDK development • Getting to know all the different sub-systems involved in a game and the development pipeline • Companies want developers with console / mobile experience
  • 4. Reference Material • Jason Gregory, Game Engine Architecture (Second Edition) • Game engine developed for Desktop in the Spring 2016 semester
  • 5. Key Focus Areas • How the various sub-systems of a game engine fit-in the architecture • How do these sub-systems work in a cross- platform environment • Main sub-systems for this project - • File Management • Memory Management • Input • Audio • 2D Graphics • 2D Physics
  • 6. Schedule # Objective Start End 1. Project setup; run samples for XBOX & Android 5/30 6/05 2. Memory manager 6/06 6/12 3. File manager 6/13 6/19 4. Graphics for XBOX (DirectX11) 6/20 6/26 5. Graphics for Android (OpenGL ES) 6/27 7/03 6. Input 7/04 7/10 7. Audio 7/11 7/17 8. Physics 7/18 7/24 9. Bug fixes, cleanup, documentation 7/25 7/31
  • 7. Stretch Goals • Networking layer • 3D graphics and physics
  • 8. What this project is NOT • Learning to make a graphics engine, physics engine, random number generator, AI systems, animation engine or any other specific sub-system of a game engine • Developing a unique scripting language and writing a compiler for it

Editor's Notes

  1. Extend the engine developed in the Spring 2016 semester Ideally the game developers using the engine should be able to produce builds for all supported platforms without changing anything in the XML-based gameplay scripts
  2. Happy to integrate with another student’s project