论文标题

游戏引擎比较解剖

Game Engine Comparative Anatomy

论文作者

Ullmann, Gabriel C., Politowski, Cristiano, Guéhéneuc, Yann-Gaël, Petrillo, Fabio

论文摘要

视频游戏开发人员使用游戏引擎作为管理游戏开发复杂方面的工具。虽然引擎在游戏的成功中发挥了重要作用,但据我们所知,它们通常以封闭的方式孤立地开发,而没有建筑讨论,比较和项目之间的协作。在进行的这项工作中,我们比较了两个开源引擎的呼叫图:Godot 3.4.4和Urho3d 1.8。虽然静态分析工具可以为我们提供无精确的呼叫图路径的一般图片,但使用诸如CallGrind之类的探索器的使用使我们还可以查看呼叫顺序和频率。这些图使我们深入了解引擎设计。我们表明,通过使用CallGrind,我们可以获得有关引擎架构的高级视图,可用于理解它。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,以了解建筑模式及其对诸如性能和维护等方面的影响。

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 developed in isolation, in a closed-source manner, without architectural discussions, 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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