Game Engine Comparative Anatomy

G. Ullmann, Cristiano Politowski, Yann-Gael Gu'eh'eneuc, Fábio Petrillo
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引用次数: 1

Abstract

. Video game developers use game engines as a tool to manage complex aspects of game development. While engines play a big role in the success of games, to the best of our knowledge, they are often devel-oped in isolation, in a closed-source manner, without architectural dis-cussions, comparison, and collaboration among projects. In this work in progress, we compare the call graphs of two open-source engines: Godot 3.4.4 and Urho3D 1.8. While static analysis tools could provide us with a general picture without precise call graph paths, the use of a profiler such as Callgrind allows us to also view the call order and frequency. These graphs give us insight into the engines’ designs. We showed that, by using Callgrind, we can obtain a high-level view of an engine’s architecture, which can be used to understand it. In future work, we intend to apply both dynamic and static analysis to other open-source engines to understand architectural patterns and their impact on aspects such as performance and maintenance.
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游戏引擎比较解剖学
. 电子游戏开发者使用游戏引擎作为工具来管理游戏开发的复杂方面。虽然引擎在游戏的成功中扮演着重要角色,但据我们所知,它们通常是以封闭的方式独立开发的,没有架构讨论、比较和项目间的合作。在这项正在进行的工作中,我们比较了两个开源引擎的调用图:Godot 3.4.4和Urho3D 1.8。虽然静态分析工具可以为我们提供一个没有精确调用图路径的一般图像,但使用诸如Callgrind之类的分析器也允许我们查看调用顺序和频率。这些图表让我们深入了解引擎的设计。我们展示了,通过使用Callgrind,我们可以获得一个引擎架构的高级视图,可以用来理解它。在未来的工作中,我们打算将动态和静态分析应用于其他开源引擎,以了解架构模式及其对性能和维护等方面的影响。
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