游戏引擎
维基百科,自由的百科全书
游戏引擎是电脑游戏或者一些互交式实时图像应用程序的核心组件。大部分都支持多种操作平台,如Linux、Mac OS X、微软Windows。游戏引擎包含以下组件:渲染引擎(即「渲染器」,又含2D渲染和3D渲染)、物理引擎、碰撞检测、音效、脚本引擎、电脑动画、游戏人工智能、网络引擎以及场景管理。
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[编辑] 概况
诸如虚幻3 引擎、Doom 3 引擎、CryENGINE2、RenderWare、Gamebryo, Virtools以及Source 引擎提供一套可视开发工具,为了简化开发,这些工具通常整合到集成开发环境中。 游戏引擎也被称为 “游戏中间层” ,这是由于引擎开发商提供一套凌驾于硬件层于用户界面之间的可以重用的全功能封装,为引擎使用者减少独立开发费用,开发周期时间。使得使用者在竞争日益激烈的电脑游戏产业中赢得利益。
引擎作为一个中间层,他能够将同一个游戏表现在不同的游戏平台之上,诸如:个人电脑、PlayStation、PlayStation 2、PlayStation 3、Xbox、Xbox 360、Wii和任天堂游戏机。一些游戏引擎通常被设计为部分组件可以替换或增加新组件,从而增强引擎的表现能力。当然这样的引擎也会更昂贵。可用于增加功能的组件有用于物理计算的Havok,处理声音的FMOD,加快渲染速度的SpeedTree等。 一些引擎直接设计为组件分离,用户根据需要自己组装引擎组件比如RenderWare引擎。但这样的设计给引擎的开发带来了更高的难度,因为设计者要更多考虑各组件之间的协调问题。
游戏引擎还经常用在其他需要互动的领域,比如商业产品介绍,建筑效果预览,模拟训练等。
有些游戏引擎只含有渲染器。其他必要的游戏组件需要使用者自行开发,或者集成其他引擎中的现有组件。这样的通常叫做“图像引擎”、“渲染引擎”或“3D引擎”。 但很多全功能的引擎亦简称为“3D引擎”,比如RealmForge、Ogre、Power Render、Crystal Space以及Genesis3D。
[编辑] 硬件抽象
3D引擎的渲染系统通常建立在一套高级图像API之上,诸如Direct3D或OpenGL,这些API封装了GPU和显卡的部分功能。级别低一点的如DirectX、SDL和OpenAL也经常使用,他们提供对其他硬件设备的独立支持,诸如输入设备(鼠标、键盘、控制杆)、网卡、声卡。在硬件加速图形卡出现以前,开发者使用软件渲染。现在软件渲染依然被广泛用于非及时图像的渲染,或者是用户的硬件设备不支持硬件渲染。
[编辑] 历史
游戏引擎开发团队兴起去1990年代中间,当时主要是开发一人称射击游戏(FPS)引擎(参见:一人称射击游戏引擎)。 Such was the popularity of id Software's Doom and Quake games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels—the "game content" or "game assets."
Later games, such as Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately. The licensing of such technology has proved to be a useful auxiliary revenue stream for some game developers, as a single license for a high-end commercial game engine can range from US$10,000 to $3,750,000 (Warcraft III) and the number of licensees reaching several dozens of companies (for the Unreal Engine). At the very least, reusable engines make developing game sequels much easier and faster, a valuable advantage in the competitive computer game industry.
The continued refinement of game engines has allowed a strong separation between rendering, scripting, artwork, and level design. It is now common (as of 2003), for example, for a typical game development team to be composed of artists and programmers in a 4:1 ratio.
First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres. For example, the RPG Morrowind and the MMORPG Dark Age of Camelot are based on the NetImmerse engine, the MMORPG Lineage II is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the Grand Theft Auto and Burnout franchises.
Modern game engines are some of the most complex applications written, frequently featuring dozens of finely tuned systems interacting to ensure a finely controlled user experience.
Although the term was first used in the 1990s, there are a few earlier systems in the 1980s that are also considered to be game engines. For example, Sierra's AGI and SCI systems, LucasArts' SCUMM system and Incentive Software's Freescape engine. However, unlike most modern game engines, these game engines were never used in any third-party products.
[编辑] 中间层
一些引擎开发者以开发整个游戏引擎而著称,他们试图开发一个具有所有游戏元素的引擎,包括图像,声音,物理,人工智能。比如Gamebryo和RenderWare就是这样的引擎。
也有一些开发者只专注于开发引擎的某一部分,但他们取得的成就往往比全功能引擎还高。 SpeedTree就是一个很好的例子,他适用于大规模植被的渲染,被使用在Playstation 3、Xbox 360,微软开发的一些RPG,以及上古卷轴4:遗忘。
一些引擎提供完整的源代码,其他的只提供一个经过封装的API接口,使用者用过调用DLL文件来使用这个引擎。还有一些引擎将引擎于源代码分离,前者被免费授权使用,而后者则需要高额的费用来购买。
[编辑] MMOG 中间层
MMORPG的中间层比单机版游戏的中间层更为复杂,但网络游戏的发展促进了这类引擎的开发。一些比较知名的引擎有:
- Gamebryo
- HeroEngine
- BigWorld Technology
- Kaneva Game Platform
- Multiverse Network
- Monumental Technology Suite
- Project Darkstar
- RealmCrafter
[编辑] 开发者
游戏引擎开发是一个比较热门的职业,他强调学科间的相互合作,诸如几何学、色彩理论、电脑程序等,主要集中在视觉科学领域。一些公司甚至以开发引擎为乐趣和技术追求,而不是用来卖钱。比如Crystal Space就是一个比较知名的免费开放源代码多平台游戏引擎。
前十名的优秀商业引擎是(独立游戏公司所使用的地低花费引擎)
- Torque Game Engine
- Truevision3D
- 3DGameStudio
- C4 Engine
- Unity
- Cipher
- 3Impact
- Reality Engine
- Deep Creator
- Eclipse Engine
[编辑] FPS游戏引擎
A well-known subset of game engines are 3D first-person shooter (FPS) game engines. Groundbreaking development in terms of visual quality is done in FPS games on the human scale. While flight and driving simulators and real-time strategy (RTS) games increasingly provide realism on a large scale, first-person shooters are at the forefront of computer graphics at smaller, more human scales.
The development of the FPS graphic engines that appear in games can be characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an 'old engine' and what is a brand new engine.
The classification is complicated as game engines blend old and new technologies. Features considered advanced in a new game one year, become the expected standard the next year. Games with a mix of older generation and newer feature are the norm. For example Jurassic Park: Trespasser (1998) introduced physics to the FPS games, but it didn't become common until around 2002. Red Faction (2001) featured destructible walls and ground, something not common in engines even in 2004. Battlezone (1998) and Battlezone II: Combat Commander (1999) added vehicle based combat to the usual FPS mix, which did not hit the mainstream until later. Tribes 2, Battlefield 1942, Halo: Combat Evolved and Unreal Tournament 2004 fully realized the potential for vehicular-combat and first person shooter integration
[编辑] 参看
- 游戏引擎列表
- 游戏开发者