| The case for research in game engine architecture |
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Future Play
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Proceedings of the 2008 Conference on Future Play: Research, Play, Share
table of contents
Toronto, Ontario, Canada
SESSION: Graphics, visual techniques, sound in games, and hardware
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Pages: 228-231
Year of Publication: 2008
ISBN:978-1-60558-218-4
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Downloads (6 Weeks): 20, Downloads (12 Months): 203, Citation Count: 0
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ABSTRACT
This paper is a call for research in the field of game engine architecture and design, a more comprehensive and thorough understanding of which we consider to be essential for its development. We present a number of key aspects that may help to define the problem space and provide a catalogue of questions that we believe identify areas of interest for future investigation.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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E. Folmer. Component based game development. In Component-Based Software Engineering, volume 4608 of LNCS, pages 66--73, 2007.
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N. Stephens. "game engine" versus "rendering engine". Letters to the Editor, http://www.gamasutra.com, 2001.
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