{"title":"Structured Synchronous Reactive Programming for Game Development - Case Study: On Rewriting Pingus from C++ to Céu","authors":"Francisco Sant'anna","doi":"10.1109/SBGAMES.2018.00036","DOIUrl":null,"url":null,"abstract":"We present a qualitative case study of rewriting the video game Pingus from C++ to the structured synchronous reactive language CEU´ . CEU´ supports reactive control-flow primitives that eliminate callbacks and let programmers write code in direct and sequential style. Structured reactivity helps describing complex control-flow relationships in the game logic more concisely. We show gains in productivity for four behaviors in Pingus through a qualitative analysis of the proposed implementations in CEU´ in comparison to the originals in C++. We also categorize the behaviors in recurrent controlflow patterns that likely apply to most games.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"178 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2018.00036","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
We present a qualitative case study of rewriting the video game Pingus from C++ to the structured synchronous reactive language CEU´ . CEU´ supports reactive control-flow primitives that eliminate callbacks and let programmers write code in direct and sequential style. Structured reactivity helps describing complex control-flow relationships in the game logic more concisely. We show gains in productivity for four behaviors in Pingus through a qualitative analysis of the proposed implementations in CEU´ in comparison to the originals in C++. We also categorize the behaviors in recurrent controlflow patterns that likely apply to most games.