Physics game engine, the graphics engine and network engine, artificial intelligence engine, sound engine, isometric engine that is more variety such thoughts. The engine for the convenience of the various parts during manufacture of the game. If there is no engine, it is to use this to be produced by programming a portion corresponding thereto directly, saving time and money. For example, look at some first example I saw a lot of Havok physics engine in the engine is relatively inde For example, depending on the intensity and direction of the character is pushed when the hammer hits the hammer Distance, angle, an engine that can help you easily apply a variety of calculations, such as physical strength. The following is a typical wah, etc. also wrote the Gamebryo graphics engine as. Sikimyeo optimize the graphics engine built object in 2D or 3D image through techniques such as Shader serves to make faster, more glamorous images that appear on the screen. Artificial intelligence engine to assist so that you can easily AI characters Any engine helps but, for example, A * pathfinding algorithm, easy to like Adjust the AI monster any play a role. Thus the role that can help you more easily and quickly to play the game engine is produced. In the paper, we analyze the "Unreal Engine" and "Unity3D" engine.
목차
ABSTRACT 1. Introduction 2. Related Research 2.1 PtoP server architecture 2.2 Single Server Architecture 2.3 Multi-Server Architecture 2.4 Symmetric server architecture 2.5 Asymmetric server architecture 2.6 Vertical extension model 2.7 horizontal scalability model 4. Analysis of Unreal Engine 5. Analysis of Unity3D Engine 6. Conclusion References
Dong-Hoon Lee [ Department of Game Engineering, Tongmyong University and Department of Biomedical Engineering, Tongmyong University Tong-Myong University #428, Sinseon - ro, Nam - Gu, Busan 608-711, Korea ]
Jae-Hwan Bae [ Department of Game Engineering, Tongmyong University and Department of Biomedical Engineering, Tongmyong University Tong-Myong University #428, Sinseon - ro, Nam - Gu, Busan 608-711, Korea ]
Corresponding author
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제28권 제3호