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Choosing the Game Engine that is Right for You Mark DeLoura October 12, 2009
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Introduction
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Topics The Evolution of Game Engines Choosing a Game Engine Available Engines
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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
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Graphics Engines to Game Engines 1993: Doom (idTech 1)
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Graphics Engines to Game Engines 1995: Software-rendered engines – Argonaut’s BRender – Criterion’s Renderware – RenderMorphics’ Reality Lab
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Graphics Engines to Game Engines 1996: Quake 1
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Software 3D to Hardware 3D 1996: Quake 1
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Software 3D to Hardware 3D 1997: Quake 2 (idTech 2)
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Software 3D to Hardware 3D 1998: Half-Life (GoldSRC)
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Software 3D to Hardware 3D 1998: Unreal (Unreal Engine 1)
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Software 3D to Hardware 3D 1999: Quake 3 (idTech 3)
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Consoles Embrace Engines 1999: PlayStation2
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Consoles Embrace Engines 1999: NDL’s NetImmerse 3D 2000: Intrinsic Graphics’ Alchemy
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Consoles Embrace Engines 2001: Grand Theft Auto III uses Criterion’s Renderware
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Consoles Embrace Engines 2003: Unreal 2 PC (Unreal Engine 2) 2004: Unreal 2 Xbox; PS2 in dev
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Consoles Embrace Engines 2003: Vicarious Visions purchases Intrinsic Graphics (Alchemy) 2004: EA purchases Criterion (Renderware) 2005: Emergent purchases NDL (NetImmerse, Gamebryo)
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Engines Embrace Consoles 2007: Unreal Engine 3 – PC, Xbox360, PS3 2009: CryEngine 3 – PC, Xbox360, PS3
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The Mod Generation
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1993: Doom (idTech 1)
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The Mod Generation 1997: Quake 2 (idTech 2)
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The Mod Generation 1998: Unreal (Unreal Engine 1)
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The Mod Generation 2001: Tribes 2 (Torque)
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The Mod Generation 2002: Criterion ships Renderware Studio
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The Mod Generation 2004: Doom 3 (idTech 4) 2004: Half-Life 2 (Source) 2004: FarCry (CryEngine)
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The Mod Generation 2007: Gears of War (Unreal Engine 3)
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The Mod Generation 2007: Crysis (CryEngine 2)
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Shader Evolution 1999-2000: “All games on a particular engine look the same.”
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Shader Evolution 2000: GeForce3 released
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Shader Evolution 2004: Doom 3 (idTech 4)
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Shader Evolution 2004: Half-Life 2 (Source)
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Shader Evolution 2004: Far Cry (CryEngine)
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Shader Evolution 2007: Gears of War (Unreal Engine 3)
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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
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Choosing a Game Engine The most important decision you will make about game technology
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1. Create Your Game Design A draft Game Design Document
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2. Create Your Tech Design A draft Technical Design Document
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3. Create Your Production Plan A draft Production Plan
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4. Now Look at Engines!
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Developer Survey February 2009 survey of game developers on game engines – Senior producers – Senior engineers Results published on Gamasutra.com
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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
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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
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Cost: What can you afford? Deal structures are flexible – Survey: Preferred deal structure?
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Cost: What can you afford? Other costs to keep in mind – Training – Integration time – Support and maintenance fees – Add-ons – Potentially unhappy employees
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Cost: What can you afford? Potentially unhappy employees? – Survey: If budget and time were no object, which of these would you prefer?
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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?
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Support Documentation Support team structure Samples and tutorials
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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
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Support Get a demo license!
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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
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Tools and Pipeline Survey: Most important engine tools 1.Profiling system 2.Live preview on target platform
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Tools and Pipeline Most important engine tools 3.Standalone world builder 4.Particle system editor
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Tools and Pipeline More important engine tools 5.Scripting system Run-time script debugger 51.3% of projects use Lua
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Tools and Pipeline Build Process – Average code change: 3.5 minutes – Average full rebuild: 105 minutes
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Integration Existing custom technology Middleware technology
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Integration Survey: Most popular middleware libraries – Bink – FMOD – Havok – Scaleform – Kynapse – Wwise
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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?
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Other important factors Outsourcing Source code escrow
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Most Importantly DEMO!
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Currently Available Engines MMO Engines High-end Engines Mid-range Engines Casual / Web Engines Open source PC Engines
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MMO Engines BigWorld Technology Suite Simutronics’ HeroEngine Sun’s Project Darkstar (server)
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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
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Mid-range Engines Emergent’s Gamebryo Terminal Reality’s Infernal Engine Blitz Games’ BlitzTech Trinigy’s Vision Engine Vicious Cycle’s Vicious Engine
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Casual / Web Engines Unity Technologies’ Unity Garage Games’ Torque Macromedia Flash – For example, PushButton Engine Sun’s Java – For example, jMonkey Engine
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Open source PC Engines Irrlicht OGRE3D Panda3D Many more listed at: – en.wikipedia.org/wiki/List_of_game_ engines en.wikipedia.org/wiki/List_of_game_ engines – zh.wikipedia.org/wiki/ 游戏引擎列表 zh.wikipedia.org/wiki/ 游戏引擎列表
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Another option: Use middleware Use middleware to supplement your own engine
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Online Games BigWorld Technology – Tian Xia 2, Kingdom Heroes 2 Online, Chuang Shi Online
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Online Games Simutronics’ HeroEngine – Star Wars: The Old Republic
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Online Games Crytek’s CryEngine 3 (2) – AION, Entropia
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Online Games Unreal Engine 3 – Alliance of Valiant Arms (A.V.A.), APB, Huxley, The Agency
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Online Games Gamebryo – Warhammer Online, Wizard 101, Dark Age of Camelot
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Casual Games Unity
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Casual Games Torque
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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
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Closing Mark DeLoura’s blog: – http://www.satori.org http://www.satori.org Gamasutra engine articles: – http://www.gamasutra.com/blogs/M arkDeLoura/124/ http://www.gamasutra.com/blogs/M arkDeLoura/124/
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