SyDRA: An approach to understand game engine architecture

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Gabriel C. Ullmann , Yann-Gaël Guéhéneuc , Fabio Petrillo , Nicolas Anquetil , Cristiano Politowski
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引用次数: 0

Abstract

Game engines are tools to facilitate video game development. They provide graphics, sound, and physics simulation features, which would have to be otherwise implemented by developers. Even though essential for modern commercial video game development, game engines are complex and developers often struggle to understand their architecture, leading to maintainability and evolution issues that negatively affect video game productions. In this paper, we present the Subsystem-Dependency Recovery Approach (SyDRA), which helps game engine developers understand game engine architecture and therefore make informed game engine development choices. By applying this approach to 10 open-source game engines, we obtain architectural models that can be used to compare game engine architectures and identify and solve issues of excessive coupling and folder nesting. Through a controlled experiment, we show that the inspection of the architectural models derived from SyDRA enables developers to complete tasks related to architectural understanding and impact analysis in less time and with higher correctness than without these models.

SyDRA:了解游戏引擎架构的方法
游戏引擎是促进视频游戏开发的工具。它们提供图形、声音和物理模拟功能,而这些功能必须由开发人员自行实现。尽管游戏引擎对现代商业视频游戏开发至关重要,但它非常复杂,开发人员往往难以理解其架构,从而导致可维护性和演进问题,对视频游戏制作产生负面影响。在本文中,我们介绍了子系统依赖性恢复方法(SyDRA),它可以帮助游戏引擎开发人员了解游戏引擎架构,从而做出明智的游戏引擎开发选择。通过将该方法应用于 10 个开源游戏引擎,我们获得了可用于比较游戏引擎架构、识别并解决过度耦合和文件夹嵌套问题的架构模型。通过一个对照实验,我们表明,通过检查 SyDRA 得出的架构模型,开发人员能够以更少的时间完成与架构理解和影响分析相关的任务,而且正确率要高于没有这些模型的情况。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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