Generic and distributed runtime environment for model-driven game development

Sebastian Apel, Volkmar Schau
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引用次数: 0

Abstract

Massive multiplayer online games are large-scaled distributed systems to handle a huge amount of simultaneous players. Thus, development costs can be enormous. To deal with this, it is necessary to reduce redundant development steps in such distributed systems, e.g. by using code generators and model analysers to build components from already existing knowledge. Such knowledge could be the unique game logic. This paper reports realized approaches to derivate infrastructure from that logic within our middleware. Getting through this is achieved by using an abstract meta model for game design processes, harvest information from those design results and generate infrastructure for communication, controlling and persistance. Finally we evalutes its applicableness and useablity in multiple game projects.
用于模型驱动游戏开发的通用和分布式运行时环境
大型多人在线游戏是大型分布式系统,用于同时处理大量玩家。因此,开发成本可能是巨大的。为了解决这个问题,有必要减少这种分布式系统中的冗余开发步骤,例如,通过使用代码生成器和模型分析器从已有的知识中构建组件。这些知识可能是独特的游戏逻辑。本文报告了从中间件中的逻辑派生基础架构的实现方法。通过使用游戏设计过程的抽象元模型,从这些设计结果中获取信息,并生成用于交流、控制和持久性的基础结构,可以实现这一点。最后对其在多个游戏项目中的适用性和可用性进行了评价。
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