Abstract | ||
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What is it that all game engines and visual simulation tools have in common? A lot, as it turns out. In fact, game engines have so much in commonthat you have to wonder if they should actually be a commodity--and they should be. That advanced feature that makes one game engine different from all the rest is part of the reason why game engines and visual simulation tools cost so much. Furthermore, most game engines have a unique development pipeline associated with them. The way content is developed and integrated is specific to that engine, implying limited (if any) portability and reuse. This business model is perfectly appropriate for the entertainment industry where having the latest graphics features can make or break a title, but to the training community, the model simply does not work. We need to thinkdifferently. |
Year | DOI | Venue |
---|---|---|
2005 | 10.1109/MCG.2005.67 | IEEE Computer Graphics and Applications |
Keywords | DocType | Volume |
training community,business model,unique development pipeline,entertainment industry,latest graphics feature,delta3d open source,advanced feature,game engine,visual simulation tool,learning curve | Journal | 25 |
Issue | ISSN | Citations |
3 | 0272-1716 | 14 |
PageRank | References | Authors |
1.17 | 0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Rudy Darken | 1 | 38 | 6.50 |
Perry McDowell | 2 | 22 | 2.78 |
Erik Johnson | 3 | 14 | 1.17 |