What are 3D game engines written in? 80

Updated on Game 2024-04-01
4 answers
  1. Anonymous users2024-02-07

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  2. Anonymous users2024-02-06

    It has nothing to do with the compiler, it is usually written in one or more languages and various libraries!

  3. Anonymous users2024-02-05

    It has nothing to do with the compiler, only the language and the library.

  4. Anonymous users2024-02-04

    A 3D engine is a collection of algorithms that abstract real matter into polygons or various curves, perform relevant calculations in a computer, and output a final image. A 3D engine is like building a "real world" inside a computer

    Data management is a broad definition here, and different 3D engines may have one or more of these capabilities. These functions include: scene management, object systems, serialization, interaction of data with external tools, organization and representation of underlying 3D data.

    Scene Management: I believe that this name is familiar to friends who have a certain understanding of 3D engines. Usually it exists at the same time as the scenegraph in some architectural materials.

    Since the 3D engine may be used to manage some large 3D worlds, there are usually some related subordinate and influenced relationships between objects in this world, and how to organize these relationships and relate these relationships to other functions of the 3D engine is what scene management needs to do. Friends often ask me what kind of algorithm is used for scene management. From my understanding, scene management is a design pattern, not a specific algorithm, and maybe you will end up choosing BSP Quadtree Portal...

    As the structure of the scene management tree, but these are already implementation level things, and they are far from the whole story of scene management. Therefore, I think it is better to understand the concepts of scene manager and scene graph manager separately. Scene management first needs to consider how to express the relationship between objects in the scene, which is usually implemented by the scene graph.

    A one-to-many tree structure is sufficient, and of course, considering the sharing and maintenance of the data layer, allowing subtrees to clone is also an aspect that needs to be considered in the early stage of design. After that, you need to consider the inheritance of materials between objects, and how the dynamic environment is embedded in the scene graph of your choice. In an engine that takes into account interaction and triggering mechanisms, it is also necessary to consider how messages are sent between objects.

    For example, a scene that combines a physics engine). In fact, all the algorithms and designs you are involved in in the whole engine will be more or less related to scene management. For example, in an engine that implements dynamic lighting and shadow, how to occlude objects from each other, and how the influence range of light sources is inherited on the scene graph, are all issues that need to be considered when designing.

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