Towards automatic parallel game engine architectures

by Carr, David A., M.S., UNIVERSITY OF NEVADA, RENO, 2009, 48 pages; 1464428


As video games steadily increase in complexity and detail, game engines must also improve to be able to support both rapid and modular development while still maintaining high performance. Component-based architectures have been shown to be effective for allowing developers to rapidly create stunning games with modular components, but unfortunately come with a performance cost over traditional call-and-return systems. This thesis proposes a method that modifies existing component-based game engine architectures to automatically distribute and synchronize work in order to improve performance.

AdviserEelke Folmer
Source TypeThesis
SubjectsComputer science
Publication Number1464428

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