Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Artificial Intelligence For Computer Games: An Introduction
Artificial Intelligence For Computer Games: An Introduction
Language constructs for context-oriented programming: an overview of ContextL
DLS '05 Proceedings of the 2005 symposium on Dynamic languages
Proceedings of the third ACM SIGPLAN conference on History of programming languages
Context-oriented programming: beyond layers
ICDL '07 Proceedings of the 2007 international conference on Dynamic languages: in conjunction with the 15th International Smalltalk Joint Conference 2007
A comparison of context-oriented programming languages
International Workshop on Context-Oriented Programming
Proceedings of the 2010 ACM Symposium on Applied Computing
Context-oriented programming: A software engineering perspective
Journal of Systems and Software
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Behavioral variations are central to modern computer games as they are making the gameplay a more interesting user experience. However, these variations significantly add to the implementation complexity. We discuss the domain of computer games with respect to dynamic behavioral variations and argue that context-oriented programming is of special interest for this domain. This motivates our extension to the dynamic scripting language Lua, which is frequently used in the development of computer games. Our newly provided programming constructs allow game developers to use layers for defining and activating variations of the basic gameplay.