A Workflow for Model Driven Game Development

Hong Guo, Hallvard Trætteberg, Alf Inge Wang, Shang Gao
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引用次数: 5

Abstract

Software development faces challenges from high expectation of software qualities, complexity of software and long development cycle. While Domain Specific Modeling (DSM) is helping developers overcome many of these challenges in many domains, it is not generally applied in the computer game domain. DSM can be hard to apply in the computer game domain because of the complexity of computer game domain knowledge and the peculiarity of traditional computer game development process. Without fully understanding these issues and properly solving them, the strength of DSM approaches will be constrained and game developers will be reluctant to use DSM. In this article, we investigate the development process and explore the feasibility of fitting DSM tasks in traditional computer game development in a compact way to lower cost and improve software quality. We introduce the workflow and illustrate the usage of it by presenting a case study. Further, we discuss the benefits and costs of involving DSM solutions in computer game development. Finally, we present the limitations and future work.
模型驱动游戏开发的工作流程
软件开发面临着对软件质量的高期望、软件的复杂性和开发周期长的挑战。虽然领域特定建模(Domain Specific Modeling, DSM)正在帮助开发人员克服许多领域中的许多挑战,但它并不通常应用于计算机游戏领域。由于计算机游戏领域知识的复杂性和传统计算机游戏开发过程的特殊性,使得DSM难以应用于计算机游戏领域。如果不能充分理解这些问题并妥善解决它们,DSM方法的力量将受到限制,游戏开发者将不愿意使用DSM。在本文中,我们考察了开发过程,并探讨了在传统电脑游戏开发中以紧凑的方式拟合DSM任务以降低成本和提高软件质量的可行性。我们介绍了工作流,并通过一个案例研究说明了它的用法。此外,我们还讨论了在电脑游戏开发中使用DSM解决方案的收益和成本。最后,我们提出了局限性和未来的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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