Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Proceedings of the 35th conference on Winter simulation: driving innovation
Service-Oriented Architecture: Concepts, Technology, and Design
Service-Oriented Architecture: Concepts, Technology, and Design
The next mainstream programming language: a game developer's perspective
Conference record of the 33rd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
A feature-based environment for digital games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Future trends in game authoring tools
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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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.