![]() ![]() Often, game middleware is designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) middleware components such as Havok for physics, Miles Sound System for sound, or Bink for Video. Like other middleware solutions, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. These games engines are sometimes called "game middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market-all critical factors in the highly competitive video game industry. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game engines provide a suite of visual development tools in addition to reusable software components.
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