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Dissecting games engines: The case of Unity3D

机译:剖析游戏引擎:Unity3D案例

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摘要

Recent trends on how video games are played have pushed for the need to revise the game engine architecture. Indeed, game players are more mobile, using smartphones and tablets that lack CPU resources compared to PC and dedicated box. Two emerging solutions, cloud gaming and computing offload, would represent the next steps toward improving game player experience. By consequence, dissecting and analyzing game engines performances would help to better understand how to move to these new directions, which is so far missing in the literature. In this paper, we fill this gap by analyzing and evaluating one of the most popular game engine, namely Unity3D. First, we dissected the Unity3D architecture and modules. A benchmark was then used to evaluate the CPU and GPU performances of the different modules constituting Unity3D, for five representative games.
机译:关于视频游戏玩法的最新趋势推动了对修改游戏引擎体系结构的需求。确实,与PC和专用盒相比,使用缺少CPU资源的智能手机和平板电脑,游戏玩家的移动性更高。云游戏和计算卸载这两个新兴解决方案将代表改善游戏玩家体验的下一步。因此,剖析和分析游戏引擎的性能将有助于更好地理解如何朝着这些新方向发展,这在文献中是迄今为止所缺少的。在本文中,我们通过分析和评估最流行的游戏引擎之一Unity3D来填补这一空白。首先,我们剖析了Unity3D架构和模块。然后使用基准测试来评估五个代表性游戏的构成Unity3D的不同模块的CPU和GPU性能。

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