Using game engines shortens the process of game development in cases with no need for specialized engines, used for a single game. They implement concepts of rendering, playing animations and sound, support for multiplayer, physics calculations and object-oriented programming.
In the thesis we present the development of a game engine for a low performance platform, which combines the functionalities of popular game engines. Design changes for low performance systems include reducing the amount of floating point operations and optimizations towards I/O device accesses.
The platform STM32 represents the main circuit board with limited resources onto which we connected other required components. For the implementation of the game engine, we are limited to the programming language C, in which we developed a game of asteroids as the use case. By doing so, we show the general implementation of the game engine and the performance of the chosen platform when its resources are used efficiently.
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