Assignment
7 Game Engines
In this assignment, I
will be looking at four game engines either currently in use in
today's game industry, or engines that will be released in the future
for next generation games development.
Unity Engine 4
is an engine released during the Summer of 2012, and comes in two
forms... the basic free version and a paid for Unity Pro
version. The engine was originally developed for Apple platforms,
although it has since evolved to encompass any platform from games
consoles to mobile phones. The developers state that their intention
for Unity is to provide a low cost engine to enable more developers
to afford to create new games quickly and cheaply, and to that end it
includes several features including an asset shop to download ready
made assets and supporting software which can cut time considerably.
Unity also includes inbuilt animation capabilities to allow animation
and motion capture within the engine, certain assets created outside
the engine to be automatically updated without requiring files to be
uploaded with edits, and for textures and assets to be used across
games designed for multiple platforms. Overall, my impression of the
engine is that it lacks the punch of other engines, but the above
aspects on top of making use of C+ programming languages serves to
help a games development team produce games for consoles and phones
in a fairly efficient manner, and therefore seems like an engine that
would benefit those that are new to the games industry.
The Source
engine was developed by Valve and showcased in 2004 in the
games Counter Strike : Source and Half Life 2. Since
then, the engine has gone through several upgrades as technology has
advanced, the same engine being used in more recent games like Portal
2 and Defence of the Ancients 2 with new features designed to ensure
the engine's long life, like improved particles and lighting.
Additionally, the Source engine is accessible to anyone whom has
purchased at least one game, which has made the engine very popular
amongst the modding community, although the vast majority of games
that are made using Source tend to be First Person Shooters –
Exceptions include the RPG Vindictus and the top down shooter Alien
Swarm. However, aside from the latter games mentioned, relatively few
games have been developed commercially with the Source engine outside
of Valve itself, with the unwieldy SDK tool set and a need to deeply
understand coding commands being amongst the chief reasons for being
underused – with Valve employees all being required to understand
how Source engine functions.
Unreal Engine 3
was developed by Epic Games in 2004, and as with previous
versions of the engine it has proven highly popular in the games
industry, with flexibility to create many different genres of game
and a largely intuitive tool kit. Many games I have enjoyed over the
years have utilised the engine, including the Gears of War
series (made by Epic) and the Mass Effect series, and both of
these games are distinctive from one another... with one being a
cover based shooter and the other being an RPG. Like Source, UE3 has
proven very popular within modding communities, and in 2009 Epic
further opened up their engine to allow the development of mods into
stand alone games in exchange for royalties and a small fee.
And the last engine I
looked at is one that is not yet available, and that is the Luminous
Engine by Square Enix,
with the real time tech demo “Agni's Philosophy”
recently being showcased to demonstrate it's capabilities. First and
foremost, Luminous is an engine very much aimed towards taking full
advantage of the next generation of gaming consoles, but it also
offers the flexibility of being used for a variety of current
platforms and mobile devices... a feature similar to that of Unity 4
and therefore potentially of greater benefit to games development
teams being able to use one engine to create games for different
platforms instead of learning to use multiple engines and of course
widen the audience developers can aim at.
One
aim for Luminous has been to create an engine capable of creating
graphics on par with those used in pre rendered animation, and this
also includes aspects like creating particles and lighting on the fly
rather than having to render these sorts of changes, which can
consume time as builds are tested and iterated on.
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