A Generative Programming Approach for Game Development

V. T. Sarinho, A. Apolinario
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引用次数: 17

Abstract

Nowadays, due to the great distance between design and implementation worlds, different skills are necessary to create a game system. To solve this problem, a lot of strategies for game development, trying to increase the abstraction level necessary for the game production, were proposed. In this way, a lot of game engines, game frameworks and others, in most cases without any compatibility or reuse criteria between them, were developed. This paper presents a new generative programming approach, able to increase the production of a digital game by the integration of different game development artifacts, following a system family strategy focused on variable and common aspects of a computer game. As result, high level abstractions of games, based on a common language, can be used to configure met programming transformations during the game production, providing a great compatibility level between game domain and game implementation artifacts.
游戏开发的生成式编程方法
如今,由于设计和执行世界之间的巨大差距,创造游戏系统需要不同的技能。为了解决这个问题,我们提出了许多游戏开发策略,试图提高游戏制作所需的抽象级别。在这种情况下,许多游戏引擎、游戏框架和其他东西被开发出来,在大多数情况下,它们之间没有任何兼容性或重用标准。本文提出了一种新的生成式编程方法,能够通过集成不同的游戏开发工件来增加数字游戏的产量,遵循侧重于计算机游戏的可变和共同方面的系统族策略。因此,基于公共语言的高级游戏抽象可以用于在游戏制作过程中配置编程转换,从而在游戏领域和游戏实现工件之间提供很大的兼容性。
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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