designing any efficient piece

Arguably a data-driven architecture is what differentiates a game engine from a piece of software that is a game but not an engine. When a game contains hard-coded logic or game rules, or employs special-case code to render specific types of game objects, it becomes difficult or impossible to reuse that software to make a different game. We should probably reserve the term "game engine" for software that is extensible and can be used as the foundation for many different games without major modification. Clearly this is not a black-and-white distinction. We can think of a gamut of reusability onto which every engine falls. One would think that a game engine could be something akin to Apple QuickTime or Microsoft Windows Media Player-a general-purpose piece of software capable of playing virtually any game content imaginable. However, this ideal has not yet been achieved (and may never be). Most game engines are carefully crafted and fine-tuned to run a particular game on a particular hardware platform. And even the most general-purpose multiplatform engines are really only suitable for building games in one particular genre, such as first-person shooters or racing games. It's safe to say that the more general-purpose a game engine or middleware component is, the less optimal it is for running a particular game on a particular platform. This phenomenon occurs because designing any efficient piece of software invariably entails making trade-offs, and those trade-offs are based on assumptions about how the software will be used and/or about the target hardware on which it will run. For example, a rendering engine that was designed to handle intimate indoor environments probably won't be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being occluded by walls or objects that are closer to the camera. The outdoor engine, on the other hand, might use a less-exact occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for geome-try that is close to the camera. http://secoaccommodation.com http://averydi.com http://serinfox.com http://jydznb.com http://neokmoms.com http://dsjvoice.com http://bbcowboy.com http://vidarbr.com http://bizcyc.com http://adamsue.com http://anankes.com http://brunolope.com http://clionamullen.com http://corallyn.com http://dev-hps.com http://ericpeck.com http://fatflusherdietreview.com http://finsers.com http://hautell.com http://hexime.com http://id-theft-solutions.com http://jocktor.com http://joysumo.com http://karendochterman.com http://limpwear.com http://mariansmarineservices.com http://nighbiz.com http://on-wings.com http://park-win.com http://pecanfit.com http://pixysnap.com http://rtstc.com http://rubendiazforadvocatenyc.com http://sportawa.com http://stylerlife.com http://taggeld.com http://polishamericansociety.com http://moontoit.com http://webiscool.com http://anabellbloom.com http://dmvtechnicalservices.com http://bestmanilaproperty.com http://rahulmukherjee.com http://znheavymachinery.com http://jimcrocefans.com http://cwlandscapesinc.com http://bridesofkerala.com http://treasure-at-tampinescondo.com http://amyallgeyer.com The advent of ever-faster computer hardware and specialized graphics cards, along with ever-more-efficient rendering algorithms and data structures, is beginning to soften the differences between the graphics engines of different genres. It is now possible to use a first-person shooter engine to build a real-time strategy game, for example. However, the trade-off between generality and optimality still exists. A game can always be made more impressive by fine-tuning the engine to the specific requirements and constraints of a particular game and/or hardware platform. Engine Differences Across Genres Game engines are typically somewhat genre specific. An engine designed for a two-person fighting game in a boxing ring will be very different from a massively multiplayer online game (MMOG) engine or a first-person shooter (FPS) engine or a real-time strategy (RTS) engine. However, there is also a great deal of overlap-all 3D games, regardless of genre, require some form of low-level user input from the joypad, keyboard and/or mouse, some form of 3D mesh rendering, some form of heads-up display (HUD) including text rendering in a variety of fonts, a powerful audio system, and the list goes on. So while the Unreal Engine, f

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