Explicit domain modelling in video games

David Llansó, M. A. Gómez-Martín, P. P. Gómez-Martín, P. González-Calero
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引用次数: 11

Abstract

The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the component-based architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking.
电子游戏中的显式领域建模
最先进的游戏引擎软件工程,建议使用基于组件的软件架构来管理游戏中的实体。基于组件的架构有助于将新类型实体定义为提供基本功能的组件集合,提供能够适应游戏设计变化的灵活软件。然而,从软件理解和错误检查的角度来看,这种灵活性是有代价的:实体类型只是运行时概念的游戏比实体类型具有明确层次结构的游戏更难理解;在更传统的基于继承的体系结构中,错误检查来自编译时的类型安全,现在已经丢失了。为了缓解这些问题,基于组件的体系结构使用蓝图,即为每个实体类型指定特定组件组合的外部数据文件。在本文中,我们提出了对基于组件的体系结构的扩展,用OWL中成熟的领域模型代替蓝图,包括实体、属性和组件的描述,以及它们交换的消息。我们还描述了用于构建这样一个模型的创作工具,并展示了该模型如何改进软件理解和错误检查。
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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