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.
{"title":"Ginga Game: A Framework for Game Development for the Interactive Digital Television","authors":"D. Barboza, E. Clua","doi":"10.1109/SBGAMES.2009.26","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.26","url":null,"abstract":"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.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130398621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Generative Programming Approach for Game Development","authors":"V. T. Sarinho, A. Apolinario","doi":"10.1109/SBGAMES.2009.18","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.18","url":null,"abstract":"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.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132745695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"GpuWars: Design and Implementation of a GPGPU Game","authors":"M. Joselli, E. Clua","doi":"10.1109/SBGAMES.2009.23","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.23","url":null,"abstract":"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.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130581970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Prototyping Games for Training and Education in Second Life: Time2Play and TREG","authors":"K. Vega, Andréia R. Pereira, G. Carvalho, A. Raposo, H. Fuks","doi":"10.1109/SBGAMES.2009.9","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.9","url":null,"abstract":"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.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121492629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"An Open-Source Framework for Air Guitar Games","authors":"L. Figueiredo, J. M. Teixeira, Aline Cavalcanti, V. Teichrieb, J. Kelner","doi":"10.1109/SBGAMES.2009.17","DOIUrl":"https://doi.org/10.1109/SBGAMES.2009.17","url":null,"abstract":"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.","PeriodicalId":315122,"journal":{"name":"2009 VIII Brazilian Symposium on Games and Digital Entertainment","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121846968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}