The Mythical Man-Month: Essays on Softw
The Mythical Man-Month: Essays on Softw
Game Architecture and Design with Cdrom
Game Architecture and Design with Cdrom
Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empires, and Other Top-Selling Games
Game Development: Harder Than You Think
Queue - Game Development
The case for research in game engine architecture
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Automatic prototyping in model-driven game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Smart composition of game objects using dependency injection
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Proceedings of the compilation of the co-located workshops on DSM'11, TMC'11, AGERE!'11, AOOPES'11, NEAT'11, & VMIL'11
A formal specification for casanova, a language for computer games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
A methodology on extracting reusable software candidate components from open source games
Proceeding of the 16th International Academic MindTrek Conference
Writing real-time .net games in casanova
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Expanding deadlines and escalating costs have notoriously plagued the game industry. Although the majority of the game development costs are spent on art and animation, significant cost reductions and more importantly reductions in development time can be achieved when developers use off the shelf components rather than develop them from scratch. However, many game developers struggle with component integration and managing the complexity of their architectures. This paper gives an overview of developing games with components, presents a reference architecture that outlines the relevant areas of reuse and signifies some of the problems with developing components unique to the domain of games.