Abstract - Knowledge Based Systems Group - TU Delft
Abstract - Knowledge Based Systems Group - TU Delft
Abstract - Knowledge Based Systems Group - TU Delft
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I N T ERN SH I P T U D EL FT – SERI O U S GA M I N G RO T T ERD A M U N I V ERSI T Y / C M I<br />
D I GI T A L U N I V ERSI T Y PA GE 1 3 1 2 - 0 1 - 2 0 0 8<br />
community of an engine mostly consists of users that use the<br />
particular engine. They got experience with the engine and may<br />
have encountered the same problem before and can help you to<br />
solve the problems. These communities’ share there experiences<br />
on forums.<br />
Our project needs: a game engine with a community behind it,<br />
willing to help others.<br />
V. Online support<br />
Online support is the kind of support where u can contact the<br />
developers of the engine for questions considering the engine. This<br />
might be useful if no one can help you out with a problem or if you<br />
have any other question considering the engine. Online support is a<br />
service towards the buyer of the engine and not every engine<br />
developer has this service available.<br />
Our project needs: a game engine with some kind of online<br />
support. This isn’t necessary, but it can be very helpful when<br />
you’re having problems.<br />
1.2 Research explanation<br />
We’ll now explain why we used this kind of research, why we selected the engines<br />
and why we made the “Game engine features scheme”.<br />
1.2.1 Why did we use this research approach?<br />
We are researching different engines because of the great offer in engines.<br />
These days more and more engines are being developed. There are free<br />
engines and engines you will have to pay for. Our goal was to find the best<br />
engine for our project, but we couldn’t just take any engine. We preferred a<br />
free engine, but there are lots of free engines and they’re not all the same in<br />
options and quality.<br />
This research has to point out which engine is best fitted for our project.<br />
1.2.2 Why these engines?<br />
Why did we pick these particular engines to research and not other engines?<br />
It’s pretty easy to answer; we chose these engines based on what engines we<br />
found on the internet and our own experience with game engines. Most of<br />
the engines are free of use. We also chose some engines that cost money to<br />
purchase in order to see if there is a big difference between freeware and<br />
commercial engines. 3D Blender and Second Life were known to us.<br />
Irrlicht, Virtools and Torque are engines that we found on the internet and<br />
Half-life is a commercial engine.<br />
SVEN ANKER - 0773594<br />
ROB VAN DER KAMP - 0772800