Generative programming: methods, tools, and applications
Generative programming: methods, tools, and applications
Implementing product line variabilities
SSR '01 Proceedings of the 2001 symposium on Software reusability: putting software reuse in context
Concepts and Guidelines of Feature Modeling for Product Line Software Engineering
ICSR-7 Proceedings of the 7th International Conference on Software Reuse: Methods, Techniques, and Tools
A computational mechanism for parallel problem decomposition during requirements engineering
IWSSD '96 Proceedings of the 8th International Workshop on Software Specification and Design
Game Development: Harder Than You Think
Queue - Game Development
Software Factories: Assembling Applications with Patterns, Models, Frameworks, and Tools
Software Factories: Assembling Applications with Patterns, Models, Frameworks, and Tools
Domain-Specific Modeling
Domain-specific development with visual studio dsl tools
Domain-specific development with visual studio dsl tools
Performing Domain Analysis for Model-Driven Software Reuse
ICSR '08 Proceedings of the 10th international conference on Software Reuse: High Confidence Software Reuse in Large Systems
Component based game development: a solution to escalating costs and expanding deadlines?
CBSE'07 Proceedings of the 10th international conference on Component-based software engineering
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Overview of generative software development
UPP'04 Proceedings of the 2004 international conference on Unconventional Programming Paradigms
Game developers need lua air: static analysis of lua using interface models
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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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.