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Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine

Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine

Tim Stowell, Jon Scoresby, Michael R. Capell, Brett E. Shelton
Copyright: © 2009 |Volume: 1 |Issue: 4 |Pages: 30
ISSN: 1942-3888|EISSN: 1942-3896|ISSN: 1948-5026|EISBN13: 9781616920913|EISSN: 1942-3896|DOI: 10.4018/jgcms.2009091502
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MLA

Stowell, Tim, et al. "Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine." IJGCMS vol.1, no.4 2009: pp.20-49. http://doi.org/10.4018/jgcms.2009091502

APA

Stowell, T., Scoresby, J., Capell, M. R., & Shelton, B. E. (2009). Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 1(4), 20-49. http://doi.org/10.4018/jgcms.2009091502

Chicago

Stowell, Tim, et al. "Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 1, no.4: 20-49. http://doi.org/10.4018/jgcms.2009091502

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Abstract

Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of which libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.

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