Bibliographic citations
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Yabar, K., Ochoa, J. (2021). Plugin para el guardado de partidas de videojuegos usando el sistema de programación visual de Unreal Engine 4 [Universidad Andina del Cusco]. https://hdl.handle.net/20.500.12557/5948
Yabar, K., Ochoa, J. Plugin para el guardado de partidas de videojuegos usando el sistema de programación visual de Unreal Engine 4 []. PE: Universidad Andina del Cusco; 2021. https://hdl.handle.net/20.500.12557/5948
@misc{renati/25966,
title = "Plugin para el guardado de partidas de videojuegos usando el sistema de programación visual de Unreal Engine 4",
author = "Ochoa Cuba, Jesús",
publisher = "Universidad Andina del Cusco",
year = "2021"
}
Title: Plugin para el guardado de partidas de videojuegos usando el sistema de programación visual de Unreal Engine 4
Authors(s): Yabar Garces, Kevin; Ochoa Cuba, Jesús
Advisor(s): Molero Delgado, Iván
OCDE field: https://purl.org/pe-repo/ocde/ford#2.02.04
Issue Date: 21-Sep-2021
Institution: Universidad Andina del Cusco
Abstract: La presente investigación aplicada consiste en el desarrollo de un plugin para el motor de
videojuegos Unreal Engine 4. Este motor de videojuegos es un software enfocado en el
desarrollo de videojuegos y que cuenta con un diseño modular que permite la integración de
plugins (extensiones) desarrollados por terceros.
En esta investigación, se busca crear un plugin para Unreal Engine 4 que tiene como fin
mejorar el proceso de implementación de un sistema de guardado y cargado de partidas para
videojuegos. De esta forma, se busca que el plugin se integre al motor de videojuegos y permita
a desarrolladores de videojuegos implementar sus propios sistemas de guardado y cargado de
partidas de acuerdo a los requerimientos específicos que pueda tener cada proyecto.
Es importante, sin embargo, tener en cuenta que Unreal Engine 4 ya incluye por defecto
herramientas de guardado y cargado de partidas para videojuegos. Por ello, este trabajo pretende
desarrollar una alternativa a las herramientas por defecto mencionadas; una alternativa que se
distribuya en forma de plugin y que esencialmente cuente con una calidad superior.
Por tanto, resulta importante determinar cómo el plugin influye en la implementación de un
sistema de guardado y cargado partidas con respecto a las herramientas por defecto de Unreal
Engine 4 y, específicamente, el determinar si el plugin desarrollado cuenta con una mejor
calidad. Por ello, en esta tesis se hace uso de la norma ISO/IEC 9126 para la evaluación calidad
de software, ya que esta norma permite tanto evaluar como comparar la calidad del plugin
desarrollado con respecto a las herramientas por defecto de Unreal Engine 4.
The following research consists on the development of a plugin for the game engine Unreal Engine 4. This game engine is a software oriented in creating videogames that supports a modular design that is able to integrate plugins created by a third party. During this research, the goal is to create a plugin for Unreal Engine 4. This plugin has to enhance the process of implementation of a save and load system for videogames. This way, the plugin is able to integrate to the game engine and this, in turn, allows game developers to implement their own save and load systems according to their project requirements. It’s important, however, to consider that Unreal Engine 4 already includes save and load tools by default. Furthermore, this work tries to develop an alternative to the default tools; an alternative that is distributed in the shape of a plugin and that essentially has a superior quality. It’s important to determine how the plugin affects the implementation of a save and load system with respect to the default tools included in Unreal Engine 4 and, specifically, to determine if the developed plugin has a superior quality. For this reason, the ISO/IEC 9126 standard for the evaluation of software quality is used during this research. This standard allows to evaluate and compare the quality of the plugin with respect to the default tools included in Unreal Engine 4.
The following research consists on the development of a plugin for the game engine Unreal Engine 4. This game engine is a software oriented in creating videogames that supports a modular design that is able to integrate plugins created by a third party. During this research, the goal is to create a plugin for Unreal Engine 4. This plugin has to enhance the process of implementation of a save and load system for videogames. This way, the plugin is able to integrate to the game engine and this, in turn, allows game developers to implement their own save and load systems according to their project requirements. It’s important, however, to consider that Unreal Engine 4 already includes save and load tools by default. Furthermore, this work tries to develop an alternative to the default tools; an alternative that is distributed in the shape of a plugin and that essentially has a superior quality. It’s important to determine how the plugin affects the implementation of a save and load system with respect to the default tools included in Unreal Engine 4 and, specifically, to determine if the developed plugin has a superior quality. For this reason, the ISO/IEC 9126 standard for the evaluation of software quality is used during this research. This standard allows to evaluate and compare the quality of the plugin with respect to the default tools included in Unreal Engine 4.
Link to repository: https://hdl.handle.net/20.500.12557/5948
Discipline: Ingeniería de Sistemas
Grade or title grantor: Universidad Andina del Cusco. Facultad de Ingeniería y Arquitectura
Grade or title: Ingeniero de Sistemas
Juror: Espetia Huamanga, Hugo; Carrasco Poblete, Edwin; Ardiles Romero, Velia; Zambrano Inchaustegui, Carlos Alberto
Register date: 14-Dec-2023
This item is licensed under a Creative Commons License