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2009 VIII Brazilian Symposium on Games and Digital Entertainment最新文献

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Ginga Game: A Framework for Game Development for the Interactive Digital Television Ginga Game:交互式数字电视游戏开发框架
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.26
D. Barboza, E. Clua
With the implantation of Brazilian’s Digital Television System, a new software development platform has been created. Applications for the Digital TV are an important part of this new system, which aims, in addition to higher image and sound quality, the creation of an interactivity channel for the viewer. Among all possible applications for this new environment are the digital games, which every year attract a growing audience worldwide. However, game development isn’t a simple task, and doing so in a limited platform such as digital receivers could be a complicated process. So, this paper presents a framework for game development for the Digital TV, which allows the developer to focus on content creation only, without concerns about technical issues or common tasks related to game development.
随着巴西数字电视系统的植入,创建了一个新的软件开发平台。数字电视的应用程序是这个新系统的重要组成部分,它的目标是,除了更高的图像和声音质量,为观众创造一个互动频道。在这个新环境的所有可能应用中,数字游戏每年都会吸引越来越多的全球用户。然而,游戏开发并不是一项简单的任务,在数字接收器等有限的平台上进行开发可能是一个复杂的过程。因此,本文提出了一个数字电视游戏开发框架,允许开发者专注于内容创造,而无需担心与游戏开发相关的技术问题或常见任务。
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引用次数: 11
A Generative Programming Approach for Game Development 游戏开发的生成式编程方法
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.18
V. T. Sarinho, A. Apolinario
Nowadays, due to the great distance between design and implementation worlds, different skills are necessary to create a game system. To solve this problem, a lot of strategies for game development, trying to increase the abstraction level necessary for the game production, were proposed. In this way, a lot of game engines, game frameworks and others, in most cases without any compatibility or reuse criteria between them, were developed. This paper presents a new generative programming approach, able to increase the production of a digital game by the integration of different game development artifacts, following a system family strategy focused on variable and common aspects of a computer game. As result, high level abstractions of games, based on a common language, can be used to configure met programming transformations during the game production, providing a great compatibility level between game domain and game implementation artifacts.
如今,由于设计和执行世界之间的巨大差距,创造游戏系统需要不同的技能。为了解决这个问题,我们提出了许多游戏开发策略,试图提高游戏制作所需的抽象级别。在这种情况下,许多游戏引擎、游戏框架和其他东西被开发出来,在大多数情况下,它们之间没有任何兼容性或重用标准。本文提出了一种新的生成式编程方法,能够通过集成不同的游戏开发工件来增加数字游戏的产量,遵循侧重于计算机游戏的可变和共同方面的系统族策略。因此,基于公共语言的高级游戏抽象可以用于在游戏制作过程中配置编程转换,从而在游戏领域和游戏实现工件之间提供很大的兼容性。
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引用次数: 17
GpuWars: Design and Implementation of a GPGPU Game GpuWars:一个GPGPU游戏的设计与实现
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.23
M. Joselli, E. Clua
The GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its usage for processing different data. This advantage can be used in game development to optimize the game loop. Most GPGPU works deals only with some steps of the game loop, allowing to the CPU to process most of the game logic. This work differ from the traditional approach, by presenting and implementing practically the entire game loop inside the GPU. This is a big breakthrough on game development, since the CPUs are evolving to multi-core, and future games will need similar parallelism as the GPUs programs.
gpu(图形处理单元)已经发展成为极其强大和灵活的处理器,允许它用于处理不同的数据。这一优势可以用于游戏开发以优化游戏循环。大多数GPGPU工作只处理游戏循环的一些步骤,允许CPU处理大部分游戏逻辑。这项工作不同于传统的方法,通过在GPU内呈现和执行整个游戏循环。这是游戏开发的一大突破,因为cpu正在向多核发展,未来的游戏将需要类似gpu程序的并行性。
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引用次数: 14
Prototyping Games for Training and Education in Second Life: Time2Play and TREG 在第二人生中训练和教育的原型游戏:Time2Play和TREG
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.9
K. Vega, Andréia R. Pereira, G. Carvalho, A. Raposo, H. Fuks
The purpose of this paper is to report the experience in prototyping 2 games for education and training in Second Life, Time2Play and TREG. Starting from a prototyping process, it was adapted for getting better results in the development of the games. Based on our experience, Second Life provides a sound platform for the step-by-step prototyping evolution.
本文的目的是报告在Second Life, Time2Play和TREG中为教育和培训制作游戏原型的经验。从原型过程开始,它被用于在游戏开发中获得更好的结果。根据我们的经验,Second Life为逐步的原型开发提供了一个良好的平台。
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引用次数: 9
An Open-Source Framework for Air Guitar Games 一个开源框架的空气吉他游戏
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.17
L. Figueiredo, J. M. Teixeira, Aline Cavalcanti, V. Teichrieb, J. Kelner
This paper presents an open-source framework for developing guitar-based games using gesture interaction. The goal of this work was to develop a robust platform capable of providing seamless real time interaction, intuitive playability and coherent sound output. Each part of the proposed architecture is detailed and a case study is performed to exemplify its easiness of use. Some tests are also performed in order to validate the proposed platform. The results showed to be successful: all tested subjects could reach the objective of playing a simple song during a small amount of time and the most important, they were satisfied with the experience.
本文提出了一个开源框架,用于使用手势交互开发基于吉他的游戏。这项工作的目标是开发一个强大的平台,能够提供无缝的实时交互,直观的可玩性和连贯的声音输出。对所提出的体系结构的每个部分都进行了详细的介绍,并进行了一个案例研究,以说明其易于使用。为了验证所提出的平台,还进行了一些测试。实验结果显示是成功的:所有的测试对象都能在很短的时间内达到演奏一首简单歌曲的目标,最重要的是,他们对这种体验感到满意。
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引用次数: 15
期刊
2009 VIII Brazilian Symposium on Games and Digital Entertainment
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