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Garrett Eastman

Model Driven Game Development - Case Study A MTC for maze game prototyping - 0 views

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    "In this paper we present an ap- proach for serious game development, based on the model-driven game development techniques. Our approach aims at reducing the complexity of game design and implementation by separating the conceptual envi- ronment of the game and its concrete implementation.We rst de ne the abstract models that characterize the structure and behavior of the game. Then, with the software architecture model and the platform-speci c model, we transform the abstract models into concrete implementations. The resulting prototypes are generated completely (100%)."
Garrett Eastman

Applying Software Product Lines to Multiplatform Video Games - 0 views

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    Abstract: "In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component - based software product line architecture for a multiplatform vide o game . Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various vid eo game platforms. Then, we designed a variable component - based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight - simulator game and by deriving two versions of the game: a Win dows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features. "
Garrett Eastman

Bringing Online Gaming to the Cloud: a Case Study - 0 views

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    Abstract: "the boom of Cloud Computing services in the recent years has created new opportunities and removed many of the limitations that are typically tied to software deployed on the Internet. It has been shown that the development of online games can benefit from the integration of Cloud services into their design in order to solve many of the problems that plague their development and maintenance. In this paper, we first discuss the current designs of online gaming architectures and present their limits. The solutions offered by using Cloud services in respect to these video games are then explored and the new problems that arise from this combination are addressed. We also present a case study by deploying an online First Person Shooter multiplayer video game on currently available Cloud infrastructures (using Amazon Elastic Compute Cloud) and detailing our architecture specifically designed for this purpose. We show that, where once entering the market of online games was solely affordable by big companies due to the high infrastructure costs, a single person could now create and deploy an online game."
Garrett Eastman

Reciprocal Collision Avoidance and Multi-Agent Navigation for Video Games - 0 views

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    Abstract: "Collision avoidance and multi-agent navigation is an important component of modern video games. Recent developments in commodity hardware, in particular the utilization of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of virtual agents to be incorporated into game levels in increasing numbers. We present the hybrid reciprocal velocity obstacle and optimal reciprocal collision avoidance methods for reciprocal collision avoidance and navigation in video games and described their implementations in C++ as HRVO Library and RVO2 Library. The libraries can efficiently simulate groups of twenty-five to one thousand virtual agents in dense conditions and around moving and static obstacles."
Garrett Eastman

Reusable Components for Artificial Intelligence in Computer Games - 0 views

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    "Abstract-While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized interface for Statechart modules in a layered architecture. Reuse is enabled at a high-level through functional groups that encapsulate behaviour. These concepts are solidified with the development of the SkyAI tool. SkyAI enables a developer to build and work with a library of modular components to develop new AIs by composing modules, and then output the resulting product to an existing game. Efficacy is demonstrated by reusing AI components from a tank to quickly make a much different AI for a simple animal."
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