SharpLudus revisited: from ad hoc and monolithic digital game DSLs to effectively customized DSM approaches

  • Authors:
  • Andre W.B. Furtado;Andre L.M. Santos;Geber L. Ramalho

  • Affiliations:
  • Federal University of Pernambuco, Recife, Brazil;Federal University of Pernambuco, Recife, Brazil;Federal University of Pernambuco, Recife, Brazil

  • Venue:
  • Proceedings of the compilation of the co-located workshops on DSM'11, TMC'11, AGERE!'11, AOOPES'11, NEAT'11, & VMIL'11
  • Year:
  • 2011

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Abstract

This paper describes our experience in improving an ad hoc approach for creating domain-specific languages targeted at digital games, replacing it by a customization of more structured approaches in the domain-specific modeling literature. We give special focus on the benefits of partitioning the target game domain into prioritized sub-domains, as well as on promoting game engines to domain frameworks that can be more seamlessly consumed by generated code. A case study for the arcade games domain is also presented for illustration and evaluation purposes.