scholarly journals Game Portability Using a Service-Oriented Approach

2008 ◽  
Vol 2008 ◽  
pp. 1-7 ◽  
Author(s):  
Ahmed BinSubaih ◽  
Steve Maddock

Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating thegamefrom the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.

2017 ◽  
Vol 2017 ◽  
pp. 1-13 ◽  
Author(s):  
Filipe M. B. Boaventura ◽  
Victor T. Sarinho

Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.


2020 ◽  
pp. 5-24
Author(s):  
Andrzej Barczak ◽  
Hubert Woźniak

Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.


Author(s):  
Jeffrey Lane

This final chapter returns to the core argument given the fieldwork presented. It is made clear from the case of the digital street that the experience of an urban neighborhood gets filtered through social media. The chapter reviews the transformation of street life in Harlem during the study period based on the different ways that youth, adults, police, and other neighborhood actors used the digital street in relation to each other. The author remarks on the localization of the Internet from the fact that online space enabled residents to rework and control matters in neighborhood space. The chapter ends with key lessons for a service-oriented approach to youth on the street that utilizes the increased visibility and productive aspects of social media use.


Logistics ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 14
Author(s):  
Athina G. Bright ◽  
Stavros T. Ponis

In the last decade, the Industry 4.0 concept has introduced automation and cyber-physical systems as the core elements of future logistics, supported by an array of technologies, such as augmented reality (AR) providing the necessary support for the digital transformation of manufacturing and logistics and the smartification and digital refinement of traditional pre-Industry 4.0 processes. This paper studies the influence and the potential of gamification techniques in supporting innovative Industry 4.0-enhanced processes in the contemporary warehouse work ecosystem. Gamification in the workplace aims to motivate the employees and increase their involvement in an activity, while at the same time creating a sense of an everyday different experience rather than a set of repetitive and monotonous tasks. Since the design of such a system is a complex process, the most widespread design frameworks are studied, and the emphasis is on the principal game elements and their connection to mobilization mechanisms. Finally, an initial proposal of a gamification framework to support the AR-enhanced order picking process in contemporary logistics centers is provided with an emphasis on the mechanics of a fair and functional reward system. The proposed approach aims to showcase the potential alignment of business processes to human motivation, respecting the differences between tasks and the workers’ cognitive workload.


2007 ◽  
Vol 46 (3) ◽  
pp. 549-564 ◽  
Author(s):  
A. J. Keel ◽  
M. A. Orr ◽  
R. R. Hernandez ◽  
E. A Patrocinio ◽  
J. Bouchard

Author(s):  
Chaitya Vohera ◽  
Heet Chheda ◽  
Dhruveel Chouhan ◽  
Ayush Desai ◽  
Vijal Jain

2021 ◽  
Vol 13 ◽  
pp. 101-108
Author(s):  
Yunfan Yang ◽  
Luyao Han ◽  
Bohan Zhang ◽  
Xiong Yang

The rapid development of economic globalization and the promotion of emerging technologies have spawned a Service-oriented logic that gradually dominates the contemporary industry, and the path for manufacturing companies to improve performance has become more and more complicated. Based on this background, the article uses the data of A-share listed companies in the manufacturing industry in the Yangtze River Delta and the Pearl River Delta in 2019, and uses the research method of fuzzy set qualitative comparative analysis to empirically study the core path and mechanism of multiple complex factors that affect corporate performance. The research results show that manufacturing companies can choose four paths to improve corporate performance (supply chain integration-driven based on internal control, servicing and market dual logic based on internal control-based integration-driven, relying on exploration and innovation-based integration-driven, Relying on the integration-driven type of dual innovation and balance), and found that the core role of supply chain integration and servicing level has become more prominent, becoming a key factor leading to high corporate performance. This research is helpful to identify the influence mechanism of supply chain integration, service level and other factors on corporate performance, and grasp the core of configuration, which has certain reference significance for corporate managers.


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