In these last few years we are witnessing an increasing adoption of video games in learning and teaching environments. This change is coming thanks to the fact that video games allow students to take a more active role in learning as they develop skills needed to succeed in their professional careers. At the same time, we are also observing a change in the way video games are implemented. Today, the existence of very large teams with a multi-layered organisation calls for the adoption of structured development approaches with associated environments. These environments have been baptised game engines. Availability and usability of game engines, in the near future, will positively influence educational activities for the next generations. In this paper, we discuss the general structure of modern game engines and put into question their current architectural approach. Our goal is to raise the attention of the scientific community on the fact that re-baptised software stacks are unlikely, on the long shot, to provide the flexibility and functionalities required by game developers in the coming years. After a detailed discussion of the possible problems on the horizon, an alternative approach for a modular and scalable game engine architecture will also be presented.

About game engines and their future / D. Maggiorini, L.A. Ripamonti, G. Cappellini (LECTURE NOTES OF THE INSTITUTE FOR COMPUTER SCIENCES, SOCIAL INFORMATICS AND TELECOMMUNICATIONS ENGINEERING). - In: Internet of Things : IoT Infrastructures / [a cura di] B. Mandler, J. Marquez-Barja, M.E. Mitre Campista, D. Cagáňová, H. Chaouchi, S. Zeadally, M. Badra, S. Giordano, M. Fazio, A. Somov, R.-L. Vieriu. - [s.l] : Springer Verlag, 2016. - ISBN 9783319470627. - pp. 276-283 (( Intervento presentato al 2. convegno International Summit on Internet of Things tenutosi a Roma nel 2015 [10.1007/978-3-319-47063-4_28].

About game engines and their future

D. Maggiorini
;
L.A. Ripamonti;
2016

Abstract

In these last few years we are witnessing an increasing adoption of video games in learning and teaching environments. This change is coming thanks to the fact that video games allow students to take a more active role in learning as they develop skills needed to succeed in their professional careers. At the same time, we are also observing a change in the way video games are implemented. Today, the existence of very large teams with a multi-layered organisation calls for the adoption of structured development approaches with associated environments. These environments have been baptised game engines. Availability and usability of game engines, in the near future, will positively influence educational activities for the next generations. In this paper, we discuss the general structure of modern game engines and put into question their current architectural approach. Our goal is to raise the attention of the scientific community on the fact that re-baptised software stacks are unlikely, on the long shot, to provide the flexibility and functionalities required by game developers in the coming years. After a detailed discussion of the possible problems on the horizon, an alternative approach for a modular and scalable game engine architecture will also be presented.
No
English
Game engines architecture; Game development; Scalability; Distributed systems
Settore INF/01 - Informatica
Intervento a convegno
Esperti anonimi
Ricerca applicata
Pubblicazione scientifica
Internet of Things : IoT Infrastructures
B. Mandler, J. Marquez-Barja, M.E. Mitre Campista, D. Cagáňová, H. Chaouchi, S. Zeadally, M. Badra, S. Giordano, M. Fazio, A. Somov, R.-L. Vieriu
Springer Verlag
2016
276
283
8
9783319470627
9783319470634
169
Volume a diffusione internazionale
No
International Summit on Internet of Things
Roma
2015
2
European Alliance for Innovation (EAI)
Convegno internazionale
Intervento inviato
scopus
crossref
NON aderisco
D. Maggiorini, L.A. Ripamonti, G. Cappellini
Book Part (author)
none
273
About game engines and their future / D. Maggiorini, L.A. Ripamonti, G. Cappellini (LECTURE NOTES OF THE INSTITUTE FOR COMPUTER SCIENCES, SOCIAL INFORMATICS AND TELECOMMUNICATIONS ENGINEERING). - In: Internet of Things : IoT Infrastructures / [a cura di] B. Mandler, J. Marquez-Barja, M.E. Mitre Campista, D. Cagáňová, H. Chaouchi, S. Zeadally, M. Badra, S. Giordano, M. Fazio, A. Somov, R.-L. Vieriu. - [s.l] : Springer Verlag, 2016. - ISBN 9783319470627. - pp. 276-283 (( Intervento presentato al 2. convegno International Summit on Internet of Things tenutosi a Roma nel 2015 [10.1007/978-3-319-47063-4_28].
info:eu-repo/semantics/bookPart
3
Prodotti della ricerca::03 - Contributo in volume
File in questo prodotto:
Non ci sono file associati a questo prodotto.
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/559111
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 0
  • ???jsp.display-item.citation.isi??? 0
social impact