Explicit domain modelling in video games
| dc.conference.date | 29 Jun - 1 Jul 2011 | |
| dc.conference.place | Burdeos, Francia | |
| dc.conference.title | 6th International Conference on Foundations of Digital Games, FDG'11 | |
| dc.contributor.author | Llansó, David | |
| dc.contributor.author | Gómez Martín, Marco Antonio | |
| dc.contributor.author | Gómez Martín, Pedro Pablo | |
| dc.contributor.author | González Calero, Pedro Antonio | |
| dc.date.accessioned | 2026-02-27T16:57:48Z | |
| dc.date.available | 2026-02-27T16:57:48Z | |
| dc.date.issued | 2011-06-29 | |
| dc.description.abstract | The state-of-the-art in software engineering for game engines, recommends the use of a component-based software architecture for managing the entities in a game. A component-based architecture facilitates the definition of new types of entities as collections of components that provide basic pieces of functionality, providing a flexible software that can adapt to changes in game design. However, such flexibility comes with a price, both in terms of software understanding and error checking: a game where entity types are just run-time concepts is harder to understand than one with an explicit hierarchy of entity types; and error checking that, in a more traditional inheritance-based architecture, would come from type safety at compile time is now lost. To alleviate these problems, a component-based architecture employs blueprints, external data files that specify the particular combination of components for every entity type. In this paper we propose an extension to the component-based architecture, substituting blueprints with a full fledged domain model in OWL, including a description of the entities, its attributes and components, along with the messages they exchange. We also describe authoring tools for building such a model and show how the model improves software understanding and error checking. | |
| dc.description.department | Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA) | |
| dc.description.faculty | Fac. de Informática | |
| dc.description.refereed | TRUE | |
| dc.description.status | pub | |
| dc.identifier.doi | 10.1145/2159365.2159379 | |
| dc.identifier.isbn | 9781450308045 | |
| dc.identifier.officialurl | https://doi.org/10.1145/2159365.2159379 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14352/133543 | |
| dc.language.iso | eng | |
| dc.page.final | 106 | |
| dc.page.initial | 99 | |
| dc.relation.projectID | TIN2009-13692-C03-03 | |
| dc.rights.accessRights | open access | |
| dc.subject.ucm | Inteligencia artificial (Informática) | |
| dc.subject.unesco | 1203.04 Inteligencia Artificial | |
| dc.title | Explicit domain modelling in video games | |
| dc.type | conference paper | |
| dspace.entity.type | Publication | |
| relation.isAuthorOfPublication | 47690a94-e97c-4f96-917d-569d14ecba3b | |
| relation.isAuthorOfPublication | ef9526b3-169c-4e45-b8f9-2e82965baecb | |
| relation.isAuthorOfPublication | 166cd6d0-8699-42cc-bdf7-c6e8a2c48741 | |
| relation.isAuthorOfPublication.latestForDiscovery | 47690a94-e97c-4f96-917d-569d14ecba3b |
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