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University of Nevada - Reno

Towards Automatic Parallel Game Engine Architectures

Abstract

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.

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 × 3

Rights

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

Chain of custody

source
Harvested from
University of Nevada - Reno
Base URL
scholarwolf.unr.edu/server/oai/request
Last updated
2026-07-27
Source record
OAI-PMH GetRecord
citation

Carr, David. Towards Automatic Parallel Game Engine Architectures. Master's Degree thesis, 2009. http://hdl.handle.net/11714/4110