[go: up one dir, main page]

Skip to main content

Game Engine Comparative Anatomy

  • Conference paper
  • First Online:
Entertainment Computing – ICEC 2022 (ICEC 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13477))

Included in the following conference series:

Abstract

Video game developers use game engines as a tool to manage complex aspects of game development. While engines play a big role in the success of games, to the best of our knowledge, they are often developed in isolation, in a closed-source manner, without architectural discussions, comparison, and collaboration among projects. In this work in progress, we compare the call graphs of two open-source engines: Godot 3.4.4 and Urho3D 1.8. While static analysis tools could provide us with a general picture without precise call graph paths, the use of a profiler such as Callgrind allows us to also view the call order and frequency. These graphs give us insight into the engines’ designs. We showed that, by using Callgrind, we can obtain a high-level view of an engine’s architecture, which can be used to understand it. In future work, we intend to apply both dynamic and static analysis to other open-source engines to understand architectural patterns and their impact on aspects such as performance and maintenance.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://www.ea.com/frostbite.

  2. 2.

    https://arstechnica.com/gaming/2018/08/doom-eternal-reveals-new-powers-puts-hell-back-on-earth/.

  3. 3.

    https://www.inverse.com/gaming/gta-6-leaks-new-rage-engine.

  4. 4.

    https://github.com/gamedev-studies/engine-profiling-projects/tree/master/BaseGame.

  5. 5.

    https://docs.godotengine.org/en/stable/development/cpp/custom_godot_servers.html.

  6. 6.

    https://docs.godotengine.org/en/stable/classes/class_theme.html.

  7. 7.

    https://docs.godotengine.org/en/stable/classes/class_proceduralsky.html.

  8. 8.

    https://twitter.com/reduzio/status/1506266084420337666.

  9. 9.

    Line 342 at https://github.com/godotengine/godot/blob/3.4/main/main.cpp.

References

  1. Anderson, E.F., Engel, S., Comninos, P., McLoughlin, L.: The case for research in game engine architecture. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share, Future Play 2008, New York, USA, pp. 228–231. Association for Computing Machinery. event-place: Toronto, Ontario, Canada (2008)

    Google Scholar 

  2. Christopoulou, E., Xinogalos, S.: Overview and comparative analysis of game engines for desktop and mobile devices. Int. J. Serious Games 4(4), 21–36 (2017)

    Article  Google Scholar 

  3. Dickson, P.E., Block, J.E., Echevarria, G.N., Keenan, K.C.: An experience-based comparison of unity and unreal for a stand-alone 3D game development course. In: Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, Bologna Italy, pp. 70–75. ACM, June 2017

    Google Scholar 

  4. Eberly, D.H.: 3D game engine design: a practical approach to real-time computer graphics, 2nd edn. Elsevier/Morgan Kaufmann, Amsterdam, Boston (2007)

    Google Scholar 

  5. Gregory, J.: Game engine architecture, third edn . Taylor & Francis, CRC Press, Boca Raton (2018)

    Google Scholar 

  6. Lengyel, E.: Foundations of game engine development. Terathon Software LLC, Lincoln, California (2016)

    Google Scholar 

  7. Maggiorini, D., Ripamonti, L.A., Zanon, E., Bujari, A., Palazzi, C.E.: SMASH: A distributed game engine architecture. In: 2016 IEEE Symposium on Computers and Communication (ISCC), Messina, Italy, pp. 196–201. IEEE, June 2016

    Google Scholar 

  8. Marin, C., Chover, M., Sotoca, J.M.: Prototyping a game engine architecture as a multi-agent system. Západočeská univerzita. In: Computer Science Research Notes (2019)

    Google Scholar 

  9. Pattrasitidecha, A.: Comparison and evaluation of 3D mobile game engines. Master’s thesis, Chalmers University of Technology (2014)

    Google Scholar 

  10. Pavkov, S., Frankovic, I., Hoic-Bozic, N.: Comparison of game engines for serious games. In: 2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), Opatija, Croatia, pp. 728–733. IEEE, May 2017

    Google Scholar 

  11. Politowski, C., Petrillo, F., Montandon, J.E., Valente, M.T., Guéhéneuc, Y.-G.: Are game engines software frameworks? a three-perspective study. J. Syst. Softw. 171, 110846 (2021)

    Article  Google Scholar 

  12. Sršen, M., Orehovački, T.: Developing a game engine in c# programming language. In: 2021 44th International Convention on Information, Communication and Electronic Technology (MIPRO), pp. 1717–1722 (2021)

    Google Scholar 

Download references

Acknowledgements

The authors were partially supported by the NSERC Discovery Grant and Canada Research Chairs programs.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Gabriel C. Ullmann .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ullmann, G.C., Politowski, C., Guéhéneuc, YG., Petrillo, F. (2022). Game Engine Comparative Anatomy. In: Göbl, B., van der Spek, E., Baalsrud Hauge, J., McCall, R. (eds) Entertainment Computing – ICEC 2022. ICEC 2022. Lecture Notes in Computer Science, vol 13477. Springer, Cham. https://doi.org/10.1007/978-3-031-20212-4_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-20212-4_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-20211-7

  • Online ISBN: 978-3-031-20212-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics