{"title":"SharpLudus重新审视:从特别的和单一的数字游戏dsl到有效的定制DSM方法","authors":"A. Furtado, André L. M. Santos, Geber Ramalho","doi":"10.1145/2095050.2095061","DOIUrl":null,"url":null,"abstract":"This paper describes our experience in improving an ad hoc approach for creating domain-specific languages targeted at digital games, replacing it by a customization of more structured approaches in the domain-specific modeling literature. We give special focus on the benefits of partitioning the target game domain into prioritized sub-domains, as well as on promoting game engines to domain frameworks that can be more seamlessly consumed by generated code. A case study for the arcade games domain is also presented for illustration and evaluation purposes.","PeriodicalId":143880,"journal":{"name":"SPLASH Workshops","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2011-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":"{\"title\":\"SharpLudus revisited: from ad hoc and monolithic digital game DSLs to effectively customized DSM approaches\",\"authors\":\"A. Furtado, André L. M. Santos, Geber Ramalho\",\"doi\":\"10.1145/2095050.2095061\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes our experience in improving an ad hoc approach for creating domain-specific languages targeted at digital games, replacing it by a customization of more structured approaches in the domain-specific modeling literature. We give special focus on the benefits of partitioning the target game domain into prioritized sub-domains, as well as on promoting game engines to domain frameworks that can be more seamlessly consumed by generated code. A case study for the arcade games domain is also presented for illustration and evaluation purposes.\",\"PeriodicalId\":143880,\"journal\":{\"name\":\"SPLASH Workshops\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-10-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"16\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SPLASH Workshops\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2095050.2095061\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SPLASH Workshops","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2095050.2095061","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
SharpLudus revisited: from ad hoc and monolithic digital game DSLs to effectively customized DSM approaches
This paper describes our experience in improving an ad hoc approach for creating domain-specific languages targeted at digital games, replacing it by a customization of more structured approaches in the domain-specific modeling literature. We give special focus on the benefits of partitioning the target game domain into prioritized sub-domains, as well as on promoting game engines to domain frameworks that can be more seamlessly consumed by generated code. A case study for the arcade games domain is also presented for illustration and evaluation purposes.