RAGE reusable game software components and their integration into serious game engines

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Abstract

This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE component-based architecture described elsewhere, the paper explains how the interactions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game "TileZero". Implementations in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its underlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.

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Van der Vegt, G. W., Nyamsuren, E., & Westera, W. (2016). RAGE reusable game software components and their integration into serious game engines. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9679, pp. 165–180). Springer Verlag. https://doi.org/10.1007/978-3-319-35122-3_12

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