UbiMob '08 Proceedings of the 4th French-speaking conference on Mobility and ubiquity computing
An Approach to Evaluation Component Design in Building Serious Game
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
CEC'09 Proceedings of the Eleventh conference on Congress on Evolutionary Computation
Symbricator3D --- A Distributed Simulation Environment for Modular Robots
ICIRA '09 Proceedings of the 2nd International Conference on Intelligent Robotics and Applications
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
IQ-Station: a low cost portable immersive environment
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Using game development to teach software architecture
International Journal of Computer Games Technology
Using e-learning standards in educational video games
Computer Standards & Interfaces
Hi-index | 0.00 |
What is it that all game engines and visual simulation tools have in common? A lot, as it turns out. In fact, game engines have so much in commonthat you have to wonder if they should actually be a commodity--and they should be. That advanced feature that makes one game engine different from all the rest is part of the reason why game engines and visual simulation tools cost so much. Furthermore, most game engines have a unique development pipeline associated with them. The way content is developed and integrated is specific to that engine, implying limited (if any) portability and reuse. This business model is perfectly appropriate for the entertainment industry where having the latest graphics features can make or break a title, but to the training community, the model simply does not work. We need to thinkdifferently.