Gear2D: an extensible component-based game engine

L. Freitas, Luiggi Monteiro Reffatti, Igor Rafael de Sousa, Anderson C. Cardoso, C. Castanho, R. Bonifácio, G. N. Ramos
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引用次数: 2

Abstract

Game engines boost software reuse during development activities by centralizing commonly used domain abstractions within a set of coherent application programming interfaces. Most current game engines focus on class hierarchies, which is the intuitive way to model entity taxonomies but may lead to naming conflicts and code duplication. Component based engines, conversely, minimize this problem by exposing features through components instead. However, due to strong coupling that can still be introduced when using direct access to provide component communication, dynamic entity adaptability may be hindered. Gear2D is a game engine that uses a different approach, providing dynamic entity adaptability through decoupled components. This design results in greater flexibility for creating games, a characteristic discussed through a superficial comparison with a well known game engine and through the development of two nontrivial components: an AI pathfinder and a Lua proxy.
Gear2D:可扩展的基于组件的游戏引擎
游戏引擎通过在一组一致的应用程序编程接口中集中常用的领域抽象来促进开发活动期间的软件重用。大多数当前的游戏引擎专注于类层次结构,这是建模实体分类法的直观方式,但可能导致命名冲突和代码重复。相反,基于组件的引擎通过组件来暴露功能,从而将这个问题最小化。然而,由于在使用直接访问提供组件通信时仍然会引入强耦合,因此可能会阻碍动态实体的适应性。Gear2D是一款使用不同方法的游戏引擎,它通过解耦组件提供动态实体适应性。这种设计为创造游戏提供了更大的灵活性,这是通过与知名游戏引擎的肤浅比较以及两个重要组件(AI探路者和Lua代理)的开发所讨论的特性。
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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