Skip to main content
Log in

Computer game engines for developing first-person virtual environments

  • Original Article
  • Published:
Virtual Reality Aims and scope Submit manuscript

Abstract

Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance, work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of computer game developers provide tools, documentation and source code, either with the game itself or separately available, so that end-users can create new content. This short report overviews several currently available game engines that are suitable for prototyping virtual environments.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

Notes

  1. The e-Tourism environment developed by Berger et al. (2007) uses the Torque Game Engine [see http://www.garagegames.com/ (last access 17/7/07)]. However, this game engine requires a commercial licence for non-game development and will not be discussed here further.

  2. For a comprehensive database of 3D engines see http://www.devmaster.net/engines/ (last access 17/7/07).

  3. http://www.crytek.com (last access 14/7/07).

  4. http://www.farcry-thegame.com (last access 14/7/07).

  5. http://www.crytek.com/technology/index.php (last access 14/7/07).

  6. http://crymod.com/filebase.php (last access 18/7/07).

  7. http://crymod.com/ (last access 18/7/07).

  8. http://www.idsoftware.com (last access 14/7/07).

  9. http://www.idsoftware.com/games/quake/quake3-arena/ (last access 14/7/07).

  10. An augmented reality gaming system based on the Quake engine is described in (Piekarski and Thomas 2002).

  11. Network simulations using code based on the Quake II engine are described in (Steed and Angus 2006). Research into human-level AI using Quake II is described in (Laird 2002).

  12. http://www.idsoftware.com/business/history/ (last access 14/7/07).

  13. Gouraud shading is a method used in computer graphics to simulate the differing effects of light and colour across the surface of an object to eliminate intensity discontinuities (Foley et al. 1990, p 736).

  14. http://en.wikipedia.org/wiki/Quake_III_engine (last access 14/7/07).

  15. The Quake III source code and development tools are available at http://www.idsoftware.com/business/techdownloads/ (last access 14/7/07).

  16. http://www.idsoftware.com/games/doom/doom3/ (last access 14/7/07).

  17. http://en.wikipedia.org/wiki/Doom_3_Engine (last access 14/7/07)

  18. http://www.modwiki.net/wiki/Doom_3_engine (14/7/07).

  19. http://www.touchdownentertainment.com/ (last access 14/7/07).

  20. http://www.whatisfear.com (last access 14/7/07).

  21. For details on Blinn and Phong lighting models see [Eberly (2007), pp 96–97].

  22. http://www.havok.com/ (last access 18/7/07).

  23. http://www.touchdownentertainment.com/jupiterEX.htm (last access 14/7/07).

  24. http://www.touchdownentertainment.com/jupiterEX.htm (last access 14/7/07).

  25. ftp://ftp.sierra.com/pub/sierra/fear/updates/ (last access 14/7/07).

  26. http://www.valvesoftware.com (last access 15/7/07).

  27. http://www.Half-Life2.com/ (last access 15/7/07).

  28. http://counter-strike.net/ (last access 15/7/07)

  29. http://www.valvesoftware.com/files/SOURCE_InfoSheet.pdf (last access 15/7/07).

  30. http://developer.valvesoftware.com/wiki/Hammer (last access 15/7/07).

  31. http://developer.valvesoftware.com/ (last access 15/7/07).

  32. http://www.steampowered.com (last access 15/7/07).

  33. http://www.interlopers.net/ (last access 15/7/07).

  34. http://www.editlife.net/ (last access 15/7/07).

  35. http://www.epicgames.com/ (last access 16/7/07).

  36. http://www.unrealtournament3.com/ (last access 16/7/07).

  37. http://www.unrealtournament.com/ (last access 16/7/07).

  38. http://www.unrealtechnology.com/html/technology/ue2.shtml (last access 16/7/07).

  39. Binary space partitioning [Eberly (2007), p 354].

  40. http://www.unrealtechnology.com/html/technology/ue2. shtml (last access 16/7/07).

  41. http://udn.epicgames.com (last access 16/7/07).

  42. http://architectonic.planetunreal.gamespy.com/ (last access 16/7/07).

  43. http://wiki.beyondunreal.com/ (last access 16/7/07).

  44. http://www.nuffieldfoundation.org/ (last access 15/7/07).

References

  • Allbeck JM, Badler NI (2002) Embodied autonomous agents. In: Stanney KM (ed) Handbook of virtual environments. Lawrence Erlbaum Associates, pp 313–332

  • Bell JT, Fogler HS (2003) Implementing virtual reality laboratory accidents using the Half-Life game engine, WorldUp, and Java3D. In: 2003 American society for engineering education annual conference & exposition. American Society for Engineering Education

  • Berger H, Merkl D, Simoff S (2007) Open new dimensions for e-Tourism. Virtual Real 11:75–87

    Article  Google Scholar 

  • Bouchard S, Côté S, St-Jacques J, Robillard G, Renaud P (2006) Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games. Technol Health Care 14:19–27

    Google Scholar 

  • Bowman DA, Kruijff E, LaViola JJ Jr, Poupyrev I (2005) 3D user interfaces: theory and practise. Addison Wesley, USA

    Google Scholar 

  • Bylund M, Espinoza F (2001) Using Quake III Arena to simulate sensors and actuators when evaluating and testing mobile services. In: Extended abstracts of the ACM conference on human factors in computing systems (CHI 2001). ACM, pp 241–242

  • Cavazza M, Charles F, Mead SJ (2002) Emergent situations in interactive storytelling. In: Proceedings of the 2002 ACM symposium on applied computing, ACM, pp 1080–1085

  • DeLeon V, Berry R Jr (2000) Bringing VR to the desktop: are you game? IEEE MultiMedia, April–June, pp 68–72

  • Eberly DH (2007) 3D game engine design: a practical approach to real-time computer graphics. 2nd edn. Morgan Kaufmann Publishers, Amsterdam

    Google Scholar 

  • Foley JD, van Dam A, Feiner SK, Hughes JF (1990) Computer graphics: principles and practice. 2nd edn. Addison-Wesley, Reading

    Google Scholar 

  • Frey A, Hartig J, Ketzel A, Zinkernagel A, Moosbrugger H (2007) The use of virtual environments based on a modification of the computer game Quake III Arena in psychological experimenting. Comp Human Behav 23:2026–2039

    Article  Google Scholar 

  • Gershon N, Sawyer B, Parker JR (2006) Games and technology: developing synergy. IEEE Computer, December, pp 129–130

  • Guilfoyle E (2007) Half-Life 2 mods for dummies. Wiley, London

  • Herwig A, Paar P (2002) Game engines: tools for landscape visualization and planning? In: Trends in GIS and virtualization in environmental planning and design, Wichmann Verlag, pp 161–172

  • Jacobson J (2003) Using “CaveUT” to build immersive displays with the Unreal Tournament engine and a PC cluster. In ACM symposium on interactive 3D graphics. ACM Press, pp 221–222

  • Kessler GD (2002) Virtual environment models. In: Stanney KM (ed) Handbook of virtual environments. Lawrence Erlbaum Associates, pp 255–276

  • Kot B, Wuensche B, Grundy J, Hosking J (2005) Information visualisation utilising 3D computer game engines case study: a source code comprehension tool. In 6th ACM SIGCHI New Zealand chapter international conference on computer-human interaction (CHINZ 2005), ACM, pp 53–60

  • Laird JE (2002) Research in human-level AI using computer games. Commun ACM 45(1):32–35

    Article  Google Scholar 

  • Laird JE, Assanie M, Bachelor B, Benninghoff N, Enam S, Jones B, Kerfoot A, Lauver C, Magerko B, Sheiman J, Stokes D, Wallace S (2002) A test bed for developing intelligent synthetic characters. In: Artificial intelligence and interactive entertainment: papers from the 2002 AAAI Spring Symposium, AAAI, pp 52–56

  • Lepouras G, Vassilakis C (2005) Virtual museums for all: employing game technology for edutainment. Virtual Real 8:96–106

    Article  Google Scholar 

  • Lewis M, Jacobson J (2002) Game engines in scientific research. Commun ACM 45(1):27–31

    Google Scholar 

  • Lewis M, Wang J, Hughes S (2007) USARSim: simulation for the study of human-robot interaction. J Cogn Eng Deci Making 1(1):98–120

    Google Scholar 

  • Mac Namee B, Rooney P, Lindstrom P, Ritchie A, Boylan F, Burke G (2006) Serious Gordon: using serious games to teach food safety in the kitchen. In: 9th international conference on computer games: AI, animation, mobile, educational & serious games CGAMES06

  • O’Neill E, Lewis D, McGlinn K, Dobson S (2007) Rapid user-centred evaluation for context-aware systems. In: Doherty G, Blandford A (eds) Interactive systems. Design, specification and verification. 13th interactional workshop, DSVIS 2006, vol LNCS 4323, Springer, Heidelberg, pp 220–233

  • Piekarski W, Thomas B (2002) ARQuake: the outdoor augmented reality gaming system. Commun ACM 45(1):36–38

    Article  Google Scholar 

  • Popescu GV, Burdea GC, Trefftz H (2002) Multimodal interaction modelling. In: Stanney KM (ed) Handbook of virtual environments. Lawrence Erlbaum Associates, pp 435–454

  • Refsland ST, Ojika T, Berry R Jr (2002) Enhanced environments: large-scale, real-time ecosystems. Presence 11(3):221–246

    Article  Google Scholar 

  • Robillard G, Bouchard S, Fournier T, Renaud P (2003) Anxiety and presence using VR immersion: a comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychol Behav 6(5):467–475

    Article  Google Scholar 

  • Silverman BG, Bharathy G, O’Brien K, Cornwell J (2006) Human behaviour models for agents in simulators and games: Part II: Gamebot engineering with PMFserv. Presence 15(2):163–185

    Article  Google Scholar 

  • Smith SP, Duke DJ (2000) Binding virtual environments to toolkit capabilities. Comput Graph Forum 19(3):C-81–C-89

    Article  Google Scholar 

  • Smith SP, Harrison MD (2001) Editorial: user centred design and implementation of virtual environments. Int J Hum Comput Stud 55(2):109–114

    Article  Google Scholar 

  • Smith SP, Hart J (2006) Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment. In: Kitamura Y, Bowman D, Fröhlich B, Stürzlinger W (eds) IEEE symposium on 3D user interfaces 2006. IEEE, pp 3–10

  • Smith SP, Willans JS (2006) Virtual object specification for usable virtual environments. In: Annual conference of the Australian computer-human interaction special interest group (OzCHI 2006). ACM

  • Steed A, Angus C (2006) Enabling scalability by partitioning virtual environments using frontier sets. Presence 15(1):77–92

    Article  Google Scholar 

  • Wang J, Lewis M, Gennari J (2003) USAR : a game based simulation for teleoperation. In: 47th annual meeting of the human factors and ergonomics society, Denver, CO

  • Zyda M (2005) From visual simulation to virtual reality to games. IEEE Computer, September, pp 25–32

Download references

Acknowledgments

This work was funded in part by the Nuffield Foundation (Grant URB/34118). Footnote 44

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Shamus P. Smith.

Appendix: Engine comparison

Appendix: Engine comparison

Table 1 compares and contrasts some of the important features that relate to modification and editing of games using the engines considered in this report.

Table 1 Game engine comparison

Rights and permissions

Reprints and permissions

About this article

Cite this article

Trenholme, D., Smith, S.P. Computer game engines for developing first-person virtual environments. Virtual Reality 12, 181–187 (2008). https://doi.org/10.1007/s10055-008-0092-z

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10055-008-0092-z

Keywords

Navigation