DOI QR코드

DOI QR Code

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4

유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구

  • Lee, HanSeong (Department of Computer Engineering, Hanshin University) ;
  • Ryoo, SeungTaek (Department of Computer Engineering, Hanshin University) ;
  • Seo, SangHyun (School of Computer Art, College of Art and Technology, Chung-Ang University)
  • Received : 2019.08.13
  • Accepted : 2019.08.27
  • Published : 2019.09.01

Abstract

In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

게임 산업에서 전통적인 게임 개발은 자체 엔진을 사전에 개발하여 게임 콘텐츠를 완성하는 방식이었다. 이로 인해 게임을 개발할 때마다 자체 게임엔진을 개발하는 비용부담이 크다는 단점을 가지고 있다. 또한, 게임 콘텐츠와 게임엔진이 독립적인 형태로 개발이 되어야 하지만 게임엔진이 사전에 마련되지 않으면 게임 콘텐츠가 개발되지 않는 문제점을 갖는다. 이러한 문제점을 해결하기 위해 최근 게임 산업에서는 게임엔진 구현에 집중하기보다는 게임 콘텐츠 생산성을 높이는 방법인 상용 엔진의 라이선스를 구매하여 개발하는 방식을 선택하고 있다. 본 논문에서는 컴포넌트 기반 시스템(Component-Based System)이고 시장 점유율이 가장 높은 게임엔진인 유니티와 언리얼 엔진을 대상으로 두 엔진의 구조, 에디터 인터페이스, 그리고 지원하는 개발 언어를 비교하여 각 게임엔진이 가진 특징들을 분석한다. 특히, FPS(First-Person Shooter) 게임의 구현을 통해 두 엔진에서의 플레이어 구성과 이벤트 처리 방식의 차이를 비교 설명하였다.

Keywords

References

  1. IT DAILY, "The SW industry is looking beyond creative convergence." http://www.itdaily.kr/news/articleView.html?idxno=92038. 2018.12.01.
  2. P. Paul, S. Goon, and A. Bhattacharya, "History and Comparative Study of Moden Game Engines", International Journal of Advanced Computer and Mathematical Sciences 3, pp. 245-249, 2012.
  3. Christopoulou, E., & Xinogalos, S. (2017). "Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices", International Journal of Serious Games, 4(4), 2017. https://doi.org/10.17083/ijsg.v4i4.194.
  4. Wikipedia, "Unity (Game Engine)." https://en.wikipedia.org/wiki/Unity_(game_engine).
  5. Wikipedia, "Unreal Engine." https://en.wikipedia.org/wiki/Unreal_Engine.
  6. Mr. Stuart Armstrong, "Game Engine Review", NORTH ATLANTIC TREATY ORGANIZATION, 2013.
  7. Antonin Smid, "Comparison of Unity and Unreal Engine", Czech Technical University in Prague, 2017.
  8. Unity blog, "UnityScript's long ride off into the sunset.", 2017.08.11 https://blogs.unity3d.com/kr/2017/08/11/unityscripts-long-ride-off-into-the-sunset/.
  9. Unreal Engine, "Blueprint Introduction.", https://api.unrealengine.com/KOR/Engine/Blueprints/GettingStarted/index.html.
  10. Alie Hajalie, "Unity vs. Unreal Engine 4", http://web.eecs.umich.edu/-sugih/courses/eecs441/common/Unity-Unreal.pdf, April, 16, 2015.
  11. Unreal Engine 4 Document, "Gameplay Classes", https://docs.unrealengine.com/en-US/Programming/UnrealArchi tecture/Reference/Classes/index.html
  12. Nicolas Porter, "Component-based game object system", Carleton University, 2012.
  13. Raywenderlich, "How to Create a Simple FPS in Unreal Engine 4" https://www.raywenderlich.com/228-how-to-create-a-simple-fps-in-unreal-engine-4, 2018.01.18
  14. Petridis, P., Dunwell, I., Panzoli, D., Arnab, S., Protopsaltis, A., Hendrix, M. and Freitas, S., "Game Engines Selection Framework for High-Fidelity Serious Applications", International Journal of Interactive Worlds, Vol 2012, 19 pages, 2012. https://doi.org/10.5171/2012.418638