Computational geometry: an introduction
Computational geometry: an introduction
Single versus multiple inheritance in object oriented programming
ACM SIGPLAN OOPS Messenger
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The Adaptive Object-Model Architectural Style
WICSA 3 Proceedings of the IFIP 17th World Computer Congress - TC2 Stream / 3rd IEEE/IFIP Conference on Software Architecture: System Design, Development and Maintenance
Queue - Game Development
Lua 5.1 Reference Manual
Communications of the ACM - Being Human in the Digital Age
A practical solution for scripting language compilers
Proceedings of the 2009 ACM symposium on Applied Computing
C++ GUI Programming with Qt 4
Design Patterns
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Game engines boost software reuse during development activities by centralizing commonly used domain abstractions within a set of coherent application programming interfaces. Most current game engines focus on class hierarchies, which is the intuitive way to model entity taxonomies but may lead to naming conflicts and code duplication. Component based engines, conversely, minimize this problem by exposing features through components instead. However, due to strong coupling that can still be introduced when using direct access to provide component communication, dynamic entity adaptability may be hindered. Gear2D is a game engine that uses a different approach, providing dynamic entity adaptability through decoupled components. This design results in greater flexibility for creating games, a characteristic discussed through a superficial comparison with a well known game engine and through the development of two nontrivial components: an AI pathfinder and a Lua proxy.