将游戏引擎架构原型化为多代理系统

Carlos Marin, M. Chover, J. Sotoca
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引用次数: 3

摘要

游戏引擎是游戏开发领域中必不可少的日常应用程序之一。这些应用程序旨在帮助创建这种类型的内容。然而,它们的使用和发展是非常复杂的。此外,关于游戏引擎架构定义和规范的研究文献并不多。从这个意义上说,这项工作提出了一种方法来指定定义为多代理系统的游戏引擎。通过这种方式,从多代理近似来看,游戏引擎架构可以以一种快速的方式原型化。此外,这个实现可以导出到一个通用的编程语言,以获得最大的性能,促进游戏引擎机制的定义和理解。
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Prototyping a game engine architecture as a multi-agent system
The game engines are one of the essential and daily used applications on the game development field. These applications are designed to assist in the creation of this type of contents. Nevertheless, their usage and development are very complex. Moreover, there are not many research papers about the game engine architecture definition and specification. In this sense, this work presents a methodology to specify a game engine defined as a multi-agent system. In such a way, from a multi-agent approximation, a game engine architecture can be prototyped in a fast way. Also, this implementation can be exported to a general programming language for maximum performance, facilitating the definition and comprehension of the mechanisms of the game engine.
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