What’s Inside Unreal Engine? - A Curious Gaze!

Vartika Agrahari, S. Chimalakonda
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引用次数: 2

Abstract

Game developers often use game engines to efficiently develop games and reduce effort by reusing predefined components. However, game engines are complex and difficult to comprehend to extend and integrate with other components. Unreal Engine is one of the most commonly used open-source game engine which is quite complex and involves thousands of APIs. In this paper, we aim to comprehend Unreal Engine by analyzing its underlying software architecture. We accomplish this by considering the architectural changes across various releases of the GitHub repository of Unreal Engine by using an in-house tool called AC2 which uses call graphs and collaboration graphs. We run this tool on three initial releases of two components of the Unreal Engine and observe two kinds of architectural patterns, namely Event-driven and Hierarchical MVC (Model-View-Controller). We also observe the changes in components across releases. We believe that this preliminary study on Unreal Engine may unveil its architectural design and modules and may aid in better comprehension of this complex and widely used game engine for researchers and practitioners.
虚幻引擎里面有什么?——好奇的凝视!
游戏开发者经常使用游戏引擎有效地开发游戏,并通过重用预定义组件减少工作量。然而,游戏引擎是复杂的,很难理解,扩展和集成与其他组件。虚幻引擎是最常用的开源游戏引擎之一,它非常复杂,涉及数千个api。在本文中,我们旨在通过分析其底层软件架构来理解虚幻引擎。我们通过使用一个叫做AC2的内部工具(使用调用图和协作图)来考虑虚幻引擎的不同版本的GitHub存储库的架构变化来实现这一点。我们在虚幻引擎的两个组件的三个初始版本上运行这个工具,并观察到两种架构模式,即事件驱动和分层MVC(模型-视图-控制器)。我们还观察了不同版本中组件的变化。我们相信,这项对虚幻引擎的初步研究可以揭开其架构设计和模块,并有助于研究人员和从业人员更好地理解这个复杂而广泛使用的游戏引擎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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