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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:跨平台出版是游戏开发中必须拥有的。如虚幻或UNITY等复杂的游戏引擎提供了跨平台发布能力。因此,许多开发人员使用这些游戏发动机。另一方面,几个游戏开发人员还提供了自己的技术,并且不想完全依赖外部技术。根据这种情况,需要有效的机制来结合双方:使用自定义内部技术的使用增强了多平台功能。本文介绍了解决此问题的硬件抽象层的新概念。第1和2节激励了多个硬件抽象层的使用,并提供了相关工作的简要概述。第3节将KHA和KORE框架描述为定制内部游戏发动机的基本游戏技术。在本文的主要部分中,概念抽象层的概念方法是在教派中引入的。 4和教派。 5讨论其实际用途,以实现不真实和统一。最后,教派。图6提供了如何使用KHA和Kore进行严重游戏的概述和最佳实践示例。

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