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Conceptual Approach Towards Recursive Hardware Abstraction Layers

机译:递归硬件抽象层的概念方法

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Cross-platform publishing is a must have in game development. Sophisticated game engines such as Unreal or Unity provide cross-platform publishing capability. Therefore, many developers use these game engines. On the other hand, several game developers also provide their own technology and do not want to become fully dependent on external technology. Based on that situation efficient mechanisms are required to combine both sides: Usage of custom in-house technology enhanced with multi-platform capabilities. This paper introduces a new concept for hardware abstraction layers tackling this issue. Sections 1 and 2 motivate the use of multiple hardware abstraction layers and provide a brief overview of related work. Section 3 describes the Kha and Kore frameworks as basic game technology for custom in-house game engines. In the main part of this paper, a conceptual approach of hardware abstraction layers, is introduced in Sect. 4 and Sect. 5 discusses its practical use for the integration in Unreal and Unity. Finally, Sect. 6 provides an overview and best practice examples of how to use Kha and Kore for Serious Games.
机译:跨平台发行是游戏开发中必不可少的。诸如Unreal或Unity之类的复杂游戏引擎提供了跨平台发布功能。因此,许多开发人员都使用这些游戏引擎。另一方面,一些游戏开发人员也提供了自己的技术,并且不想完全依赖于外部技术。基于这种情况,需要有效的机制将双方结合起来:使用定制的内部技术,并通过多平台功能进行增强。本文介绍了解决此问题的硬件抽象层的新概念。第1节和第2节鼓励使用多个硬件抽象层,并简要概述相关工作。第3节将Kha和Kore框架描述为自定义内部游戏引擎的基本游戏技术。在本文的主要部分中,在Sect中介绍了一种硬件抽象层的概念方法。 4和Sect。图5讨论了其在Unreal和Unity中集成的实际用途。最后是Sect。图6提供了如何在严重游戏中使用Kha和Kore的概述和最佳实践示例。

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