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Computer Graphics in Entertainment
Lars Bishop, Dave Eberly, and Turner Whitted
Numerical Design
Designing a PC Mark Finch
HeadSpin Technologies
Michael Shantz
Game Engine Intel
e outline here the requirements of a 3D interesting and popular game. It is worth noting that a
Wgame engine, illustrated by describing game is really a story, and the game logic is its plot; all
a particular engine’ponents. We designed the other elements we add are just media through which we
game engine, marketed Immerse, to run on PCs tell the story. As such, we can regard 3D graphics, audio,
with a broad range of performance levels, both with data management, dynamic behavior, and -
and without 3D graphics acceleration. We have found plex input devices as extras. These “extras,” however,
that a high-level programming interface need - hog almost all of a game platform’s resources, creating an
promise performance. overwhelming need to execute them efficiently.
Building ponents from the ground up for
Computer game engine What’s in a game? each game title is neither economical nor necessary.
Writers of early puter Developers ponents from one game to anoth-
requirements change in games seemed obsessed with creat- er, so we customarily distinguish game content from the
ing meaningful patterns on low-res- game engine. As we define it, a game engine includes all
res