Game Portability Using a Service-Oriented Approach

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 the game from the gam...

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Main Authors: Ahmed BinSubaih, Steve Maddock
Format: Article
Language:English
Published: Wiley 2008-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2008/378485
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author Ahmed BinSubaih
Steve Maddock
author_facet Ahmed BinSubaih
Steve Maddock
author_sort Ahmed BinSubaih
collection DOAJ
description 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 the game from 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.
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series International Journal of Computer Games Technology
spelling doaj-art-58fb907f02f94c4d9e1d230a94d91c072025-02-03T05:50:21ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552008-01-01200810.1155/2008/378485378485Game Portability Using a Service-Oriented ApproachAhmed BinSubaih0Steve Maddock1Department of Computer Science, University of Sheffield, Regent Court, 211 Portobello Street, Sheffield S1 4DP, UKDepartment of Computer Science, University of Sheffield, Regent Court, 211 Portobello Street, Sheffield S1 4DP, UKGame 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 the game from 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.http://dx.doi.org/10.1155/2008/378485
spellingShingle Ahmed BinSubaih
Steve Maddock
Game Portability Using a Service-Oriented Approach
International Journal of Computer Games Technology
title Game Portability Using a Service-Oriented Approach
title_full Game Portability Using a Service-Oriented Approach
title_fullStr Game Portability Using a Service-Oriented Approach
title_full_unstemmed Game Portability Using a Service-Oriented Approach
title_short Game Portability Using a Service-Oriented Approach
title_sort game portability using a service oriented approach
url http://dx.doi.org/10.1155/2008/378485
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