{"id":{"repo_id":"unr","oai_identifier":"oai:scholarwolf.unr.edu:11714/4110"},"canonical_url":"https://search.dev.ndltd.org/etd/unr/oai:scholarwolf.unr.edu:11714/4110","repository":{"repo_id":"unr","name":"University of Nevada - Reno","base_url":"https://scholarwolf.unr.edu/server/oai/request"},"display":{"title":"Towards Automatic Parallel Game Engine Architectures","abstract":"As video games steadily increase in complexity and detail, game engines must also improve to be able to support both rapid and modular development while still maintaining high performance. Component-based architectures have been shown to be effective for allowing developers to rapidly create stunning games with modular components, but unfortunately come with a performance cost over traditional call-and-return systems. This thesis proposes a method that modifies existing component-based game engine architectures to automatically distribute and synchronize work in order to improve performance.","abstract_html":"As video games steadily increase in complexity and detail, game engines must also improve to be able to support both rapid and modular development while still maintaining high performance. Component-based architectures have been shown to be effective for allowing developers to rapidly create stunning games with modular components, but unfortunately come with a performance cost over traditional call-and-return systems. This thesis proposes a method that modifies existing component-based game engine architectures to automatically distribute and synchronize work in order to improve performance.","abstract_has_math":false,"creators":["Carr, David"],"institution":null,"degree_name":null,"degree_level":"Master's Degree","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":["Folmer, Eelke"],"committee_chairs":[],"committee_members":["Harris, Frederick C","Weinberg, Jonathan"],"year":2009,"date_issued":"2009","date_published":"2009","updated_at":"2026-07-27T21:46:52Z","subjects":["Distributed Processing","Game Engine","Software Architecture"],"languages":[],"rights":["In Copyright(All Rights Reserved)"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/11714/4110","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Folmer, Eelke"]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Harris, Frederick C","Weinberg, Jonathan"]},{"key":"dc:creator","label":"Author","values":["Carr, David"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2018-09-06T17:22:03Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2018-09-06T17:22:03Z"]},{"key":"dc:date.issued","label":"Date","values":["2009"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Master's Degree"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Distributed Processing","Game Engine","Software Architecture"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["In Copyright(All Rights Reserved)"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/11714/4110"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["As video games steadily increase in complexity and detail, game engines must also improve to be able to support both rapid and modular development while still maintaining high performance. Component-based architectures have been shown to be effective for allowing developers to rapidly create stunning games with modular components, but unfortunately come with a performance cost over traditional call-and-return systems. This thesis proposes a method that modifies existing component-based game engine architectures to automatically distribute and synchronize work in order to improve performance."]},{"key":"dc:format","label":"Dc Format","values":["PDF"]},{"key":"dc:title","label":"Title","values":["Towards Automatic Parallel Game Engine Architectures"]}]}],"canonical_facts":{"dc:contributor.advisor":["Folmer, Eelke"],"dc:contributor.committeemember":["Harris, Frederick C","Weinberg, Jonathan"],"dc:creator":["Carr, David"],"dc:date.accessioned":["2018-09-06T17:22:03Z"],"dc:date.available":["2018-09-06T17:22:03Z"],"dc:date.issued":["2009"],"dc:description.abstract":["As video games steadily increase in complexity and detail, game engines must also improve to be able to support both rapid and modular development while still maintaining high performance. Component-based architectures have been shown to be effective for allowing developers to rapidly create stunning games with modular components, but unfortunately come with a performance cost over traditional call-and-return systems. This thesis proposes a method that modifies existing component-based game engine architectures to automatically distribute and synchronize work in order to improve performance."],"dc:format":["PDF"],"dc:identifier.uri":["http://hdl.handle.net/11714/4110"],"dc:rights":["In Copyright(All Rights Reserved)"],"dc:subject":["Distributed Processing","Game Engine","Software Architecture"],"dc:title":["Towards Automatic Parallel Game Engine Architectures"],"dc:type":["Thesis"],"thesis:degree_level":["Master's Degree"]},"updated_at":"2026-07-27T21:46:52Z"}