DocumentCode
3328770
Title
Building a Game Engine: A Tale of Modern Model-Driven Engineering
Author
Guana, Victor ; Stroulia, Eleni ; Nguyen, Vina
Author_Institution
Dept. of Comput. Sci., Univ. of Alberta, Edmonton, AB, Canada
fYear
2015
fDate
18-18 May 2015
Firstpage
15
Lastpage
21
Abstract
Game engines enable developers to reuse assets from previously developed games, thus easing the software-engineering challenges around the video-game development experience and making the implementation of games less expensive, less technologically brittle, and more efficient. However, the construction of game engines is challenging in itself, it involves the specification of well defined architectures and typical game play behaviors, flexible enough to enable game designers to implement their vision, while, at the same time, simplifying the implementation through asset and code reuse. In this paper we present a set of lessons learned through the design and construction PhyDSL-2, a game engine for 2D physics-based games. Our experience involves the active use of modern model-driven engineering technologies, to overcome the complexity of the engine design and to systematize its maintenance and evolution.
Keywords
computer games; software engineering; 2D physics-based games; PhyDSL-2; game engine; modern model-driven engineering; software-engineering challenges; video-game development experience; Avatars; Cognitive science; Computer architecture; Engines; Games; Physics; Semantics;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Software Engineering (GAS), 2015 IEEE/ACM 4th International Workshop on
Conference_Location
Florence
Type
conf
DOI
10.1109/GAS.2015.11
Filename
7169464
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