Abstract
dc:description.abstractAs 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.
Degree
thesis:*- Level thesis:degree_level
- Master's Degree
- Year dc:date.issued
- 2009
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Carr, David
- Advisor dc:contributor.advisor
-
- Folmer, Eelke
- Committee members dc:contributor.committeemember
-
- Harris, Frederick C
- Weinberg, Jonathan
Subjects
dc:subject × 3Rights
dc:rights- Statement dc:rights
-
- In Copyright(All Rights Reserved)
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- http://hdl.handle.net/11714/4110
- OAI identifier oai:identifier
- oai:scholarwolf.unr.edu:11714/4110