Problems, Solutions and Perspectives of Automated Transfer of Game Scenes between Game Engines

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Abstract

This article examines the technical challenges involved in transferring game scenes between various game engines. It analyzes the key issues arising from differences in scene formats, incompatibilities in rendering and physics APIs, as well as problems in converting materials, shaders, and animation data, and discrepancies in coordinate systems. Existing tools and methods, including automated solutions for exporting, converting, and importing data, are presented with a particular focus on migrating content from Unreal Engine to Unigine. Furthermore, the paper discusses fundamental approaches to solving the problem, such as the use of universal exchange formats (FBX, glTF, USD), the development of middleware, and the modular design of game scenes, which pave the way for future automation. The work also highlights our group’s research results on the formal description of game logic and approaches to porting VR applications across different libraries. The conclusions provide practical recommendations for developers and outline future research directions in the area of automated content transfer between game engines.

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References

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