Applying software product lines to multiplatform video games

Emad Albassam, H. Gomaa
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引用次数: 12

Abstract

In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component-based software product line architecture for a multiplatform video game. Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various video game platforms. Then, we designed a variable component-based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight-simulator game and by deriving two versions of the game: a Windows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features.
将软件产品线应用于多平台视频游戏
本文探讨了软件产品线(SPL)技术在视频游戏领域的应用,利用不同视频游戏平台的差异,为多平台视频游戏设计了一种基于可变组件的软件产品线架构。我们的方法包括构建一个特征依赖模型来描述多平台电子游戏的可变性。我们探索了用户界面、输入设备、输出设备、CPU以及各种视频游戏平台中的其他可变性。然后,我们设计了一个基于可变组件的SPL,它适用于产品线中的每个视频游戏。我们通过执行一款战斗飞行模拟器游戏的SPL并衍生出两个版本的游戏(Windows桌面版本和Windows Phone版本)来验证我们的方法。每个版本的派生过程是通过从特征依赖模型中选择特征以及与这些特征相关的相应软件组件和SPL参数来完成的。
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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