Abstract
While it might seem desirable to “program” games “close to a high-level specification”, the pragmatic reality has not, until very recently, allowed this. In this chapter we discuss the fundamental aspects that define a game and show how these aspects are captured by means of the so-called game development tools. In particular, we show: (i) how the various historical tools have always been intrinsically inspired by the dominant programming languages/paradigms that were the most popular at the time when the tool was developed; and (ii) we discuss these tools by comparing their pro and cons (typically imposed by the chosen language/paradigm or the available hardware) in order to understand the most important requirements for their next generations.
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Abbadi, M. (2016). Taxonomy of game development approaches. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9970 LNCS, pp. 119–147). Springer Verlag. https://doi.org/10.1007/978-3-319-46152-6_6
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