Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The adoption and design methodologies of component-based enterprise systems
European Journal of Information Systems
Design patterns: abstraction and reuse of object-oriented design
Software pioneers
The Past, Present, and Future for Software Architecture
IEEE Software
Killer Game Programming in Java
Killer Game Programming in Java
A theoretical framework of component-based software development phases
ACM SIGMIS Database
Simulating Global Software Development in a Course Environment
ICGSE '10 Proceedings of the 2010 5th IEEE International Conference on Global Software Engineering
Hi-index | 0.00 |
The classic arcade game Space Invaders provides an ideal environment for students to learn about best practices in game software architectures. We discuss the challenges of creating a good game architecture, and show how our problem space is an ideal environment in which to experiment with the challenges and tradeoffs inherent in any software design. We discuss in detail how each student created and engineered their game using good architectural design principles in general and gang-of-four design patterns in particular.