Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The VRML 2.0 sourcebook (2nd ed.)
The VRML 2.0 sourcebook (2nd ed.)
Michael Abrash's Graphics Programming Black Book, with CD: The Complete Works of Graphics Master, Michael Abrash
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
An Effective Pixel Rasterization Pipeline Architecture for 3D Rendering Processors
IEEE Transactions on Computers
A gaze contingent environment for fostering social attention in autistic children
Proceedings of the 2004 symposium on Eye tracking research & applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Portholes and planes: faster dynamic evaluation of potentially visible sets
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 43rd annual Design Automation Conference
An Effective Visibility Culling Method Based on Cache Block
IEEE Transactions on Computers
Evaluation of object-oriented design patterns in game development
Information and Software Technology
Using SIMD registers and instructions to enable instruction-level parallelism in sorting algorithms
Proceedings of the nineteenth annual ACM symposium on Parallel algorithms and architectures
Control theory-based DVS for interactive 3D games
Proceedings of the 45th annual Design Automation Conference
Towards an AJAX-based game engine
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Multi-platform online game design and architecture
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Procedural terrain detail based on Patch-LOD algorithm
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Game programming by demonstration
Proceedings of the 2013 ACM international symposium on New ideas, new paradigms, and reflections on programming & software
Hi-index | 0.01 |
Changes in the requirements for a modern game engine are driven both by changes in the game platform and the need to reduce the cost of game software development. Broadly defined, a game engine is that part of the game software that doesn't need to be rewritten for each title. In this article we outline the requirements of a 3D game engine and describe the components of a particular engine as an illustration. The game engine is designed to work on PCs with a broad range of performance levels, both with and without 3D graphics acceleration. We have found that a high-level programming interface need not compromise performance.