Towards a Structured Selection of Game Engines for Virtual Environments

Development and maintenance of virtual reality engines are coupled with large effort. It is therefore common today, to use existing solutions originating from the entertainment sector. This is often a compromise, since they fulfill individual requirements only in parts, due to their different background. The decision for a specific engine can have a large effect on the effort required to implement own functionality. The number of existing engines further complicates decision making. To enable a comprehensible and replicable decision making, we propose a structured selection process. In a multi-step approach, first the requirements and criteria for comparison are identified and analyzed. A pre-filtering is then used to select a feasible number of engines which are then compared in detail.

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