Proceedings of the 2008 Conference on Future Play: Research, Play, Share 2008
DOI: 10.1145/1496984.1497029
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Facilitating language-oriented game development by the help of language workbenches

Abstract: In recent years, a strong tendency towards language-oriented engineering became visible within game development projects. This approach is typically based on data-driven game engines and scripting languages resp. editing tools alike and already provided a great deal of overall productivity improvements. However, in its current form, potential benefits are not able to fully unfold yet. This is due to a mostly manual tool development process, which provokes substantial costs and lacks flexibility -especially dur… Show more

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Cited by 9 publications
(10 citation statements)
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“…Two approaches define extremely narrow target domains: a single game or a game family consisted of a couple of very similar games. < [44] > presents MDD for Pac-Man like games, which follows a "one game at a time" principle: For a particular game or game family, a complete MDD tool-set is created, which is optimized for the development of the project and can hardly be reused without significant modifications in other projects. Creating DSLs and tools for one game may be economically unfeasible, so the language workbench is promoted as the core for the approach, which can significantly save the cost of MDGD tooling.…”
Section: Single Game Domainsmentioning
confidence: 99%
“…Two approaches define extremely narrow target domains: a single game or a game family consisted of a couple of very similar games. < [44] > presents MDD for Pac-Man like games, which follows a "one game at a time" principle: For a particular game or game family, a complete MDD tool-set is created, which is optimized for the development of the project and can hardly be reused without significant modifications in other projects. Creating DSLs and tools for one game may be economically unfeasible, so the language workbench is promoted as the core for the approach, which can significantly save the cost of MDGD tooling.…”
Section: Single Game Domainsmentioning
confidence: 99%
“…Since RAIL was designed only for modeling high-level AI of Action/Adventure games, it targets a narrower domain and lies on a higher abstraction level than Torque 2D APIs. An abstraction layer must be implemented on top of the Torque 2D APIs to promote Torque 2D to a suitable domain framework [8].…”
Section: Raise the Abstraction Level Of Torque 2dmentioning
confidence: 99%
“…Some approaches further narrow down the scope to a game family or even a single game project, e.g. [7,8]. Our DSL presented in this paper also targets specifically the Action/Adventure game genre.…”
Section: Introductionmentioning
confidence: 99%
“…[42,43] ( [44,45]); B: [46] ( [47,48]); C: [49,50]; D: [17]; E: [51]; F: [13]; G: [15]; H: [52]; I: [53]; J: [54] The review revealed that no paper claimed to have used any formal DA methodology. Many of the papers proposed DSL concepts directly such as E, F, G, H, and I [13,15,[51][52][53], while some other papers identified several dimensions which contained the DSL concepts. For instance, in D [17], two dimensions (visible structure and gameplay related entities) were identified.…”
Section: Related Workmentioning
confidence: 99%