Explicit domain modelling in video games

dc.conference.date29 Jun - 1 Jul 2011
dc.conference.placeBurdeos, Francia
dc.conference.title6th International Conference on Foundations of Digital Games, FDG'11
dc.contributor.authorLlansó, David
dc.contributor.authorGómez Martín, Marco Antonio
dc.contributor.authorGómez Martín, Pedro Pablo
dc.contributor.authorGonzález Calero, Pedro Antonio
dc.date.accessioned2026-02-27T16:57:48Z
dc.date.available2026-02-27T16:57:48Z
dc.date.issued2011-06-29
dc.description.abstractThe 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.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1145/2159365.2159379
dc.identifier.isbn9781450308045
dc.identifier.officialurlhttps://doi.org/10.1145/2159365.2159379
dc.identifier.urihttps://hdl.handle.net/20.500.14352/133543
dc.language.isoeng
dc.page.final106
dc.page.initial99
dc.relation.projectIDTIN2009-13692-C03-03
dc.rights.accessRightsopen access
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.unesco1203.04 Inteligencia Artificial
dc.titleExplicit domain modelling in video games
dc.typeconference paper
dspace.entity.typePublication
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relation.isAuthorOfPublicationef9526b3-169c-4e45-b8f9-2e82965baecb
relation.isAuthorOfPublication166cd6d0-8699-42cc-bdf7-c6e8a2c48741
relation.isAuthorOfPublication.latestForDiscovery47690a94-e97c-4f96-917d-569d14ecba3b

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