Abstract <p>Technical challenges in transferring game scenes among different game engines are examined. The key problems considered include differences in scene storage formats; the incompatibility of rendering and physics APIs; materials, shader, and animation data conversion challenges; and discrepancies in coordinate systems. Existing tools and methods are presented, including automated solutions for the export, conversion, and importation of data, with a particular focus on migrating content from Unreal Engine to Unigine. Fundamental approaches to the problem are also discussed, such as the use of universal interchange formats (FBX, glTF, and USD), the development of middleware, and modular scene design, which open future prospects for automation. The results are provided on the formal description of game-system logic and approaches to porting VR applications across different libraries. The conclusions make it possible to formulate practical recommendations for developers and outline directions for further research on the automated transfer of content between game engines.</p>

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Problems, Solutions, and Prospects for Automated Transfer of Game Scenes between Game Engines

  • A. O. Bondar,
  • V. V. Kugurakova

摘要

Abstract

Technical challenges in transferring game scenes among different game engines are examined. The key problems considered include differences in scene storage formats; the incompatibility of rendering and physics APIs; materials, shader, and animation data conversion challenges; and discrepancies in coordinate systems. Existing tools and methods are presented, including automated solutions for the export, conversion, and importation of data, with a particular focus on migrating content from Unreal Engine to Unigine. Fundamental approaches to the problem are also discussed, such as the use of universal interchange formats (FBX, glTF, and USD), the development of middleware, and modular scene design, which open future prospects for automation. The results are provided on the formal description of game-system logic and approaches to porting VR applications across different libraries. The conclusions make it possible to formulate practical recommendations for developers and outline directions for further research on the automated transfer of content between game engines.