Trabalho de Conclusão de Curso de Graduação
Uso de adaptadores para facilitar a distribuição de game engine em simulação distribuída
Fecha
2021-02-11Autor
Bettker, Rafael Vales
Institución
Resumen
The simulators, as well as games in general, are built upon game engines. These simulators
have an important role in providing a set of features common to all simulation systems.
However, when designing a simulator, attention should be paid to the chosen game engine,
as its future deprecation may bring obstacles to the system, such as the end of support, or
technological and graphic stagnation. One way to be chosen for these cases is to replace
the engine with one that meets the needs. However, making this replacement results in
a complete reprogramming of the simulator, which depending on the size and complexity
of the system, can demand a long time. However, some activities cannot wait, requiring
replacement without the system stops, and transparently to whoever is using it. To find
the best way to make this update, it is necessary a methodology based on the substitution
by modules, which has as base stage the distribution of communication between engines.
For this, this work presents the use of plugins to make the communication in a transparent
way between different engines, maintaining the interoperability of the system. Plugins are
shown to be capable of communicating between different engines. However, to reach the
final goal of engine replacement, studies are needed in other points of the methodology,
such as the modularization of the simulator or the separation of the physics engine ties, for
example, to test its viability.