Tuesday, July 18, 2006
Outstanding Questions on Gaming Engines
I suspect I am the first enterprise architect to get the opportunity to discuss gaming engines in a work context...
Awhile back I used to be a big gamer and played Diablo all the time. Of course, with two children and my new found love of blogging, there isn't enough time anymore. One of the tactics that I use so as to not lose all the fun is to figure out how to use technology I am interested in at home within a work context. Hence I have questions around gaming engines.
In a future blog entry, I will outline the work context in more detail but need to figure out quickly answers to certain questions I have. If anyone can point me to industry analyst research in the gaming space (especially free research) I would be greatly appreciative.
Anyway, here are my outstanding questions:
| | View blog reactionsAwhile back I used to be a big gamer and played Diablo all the time. Of course, with two children and my new found love of blogging, there isn't enough time anymore. One of the tactics that I use so as to not lose all the fun is to figure out how to use technology I am interested in at home within a work context. Hence I have questions around gaming engines.
In a future blog entry, I will outline the work context in more detail but need to figure out quickly answers to certain questions I have. If anyone can point me to industry analyst research in the gaming space (especially free research) I would be greatly appreciative.
Anyway, here are my outstanding questions:
- I am aware of gaming engines such as Torque and Renderware but couldn't locate a mutually exclusive completely exhaustive list of all available engines and their pricing & licensing models
- Would like to understand if you had a budget of say $20K, which engine is best for developing 3rd person games
- Obviously support for Windows is built into every gaming engine but would be interested to learn which ones also support the MAC platform
- Which gaming engines currently support 64-bit Intel and multiple cores or at least have it on their roadmap to do so within the next year or so
- Assume nowadays that all gaming engines support network/multiplayer capabilities. If this isn't the case, how do folks get around this?
- Any thoughts on business models around network games and whether the game company itself should provide multiplayer services such as battle.net or should it be hosted by a third party.
- Most importantly, would love to get my hands on a sample business plan for a gaming company startup