面向游戏开发的结构化同步响应式编程—案例研究:如何将Pingus从c++重写为csamu

Francisco Sant'anna
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引用次数: 0

摘要

我们提出了一个定性的案例研究,将电子游戏《Pingus》从c++重写为结构化同步响应语言CEU´。CEU支持消除回调的响应式控制流原语,并允许程序员以直接和顺序的方式编写代码。结构化反应性有助于更简洁地描述游戏逻辑中复杂的控制流关系。我们通过对CEU中的拟议实现与c++中的原始实现进行定性分析,展示了Pingus中四个行为的生产率提高。我们还将这些行为归类为可能适用于大多数游戏的循环控制流模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Structured Synchronous Reactive Programming for Game Development - Case Study: On Rewriting Pingus from C++ to Céu
We present a qualitative case study of rewriting the video game Pingus from C++ to the structured synchronous reactive language CEU´ . CEU´ supports reactive control-flow primitives that eliminate callbacks and let programmers write code in direct and sequential style. Structured reactivity helps describing complex control-flow relationships in the game logic more concisely. We show gains in productivity for four behaviors in Pingus through a qualitative analysis of the proposed implementations in CEU´ in comparison to the originals in C++. We also categorize the behaviors in recurrent controlflow patterns that likely apply to most games.
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