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  1. International Workshop on Games and Software Engineering (GAS).
  2. 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)
  3. Applying software product lines to multiplatform video games
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2015 IEEE/ACM 4th International Workshop on Games and Software Engineering
2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)
Title pages
Contents
Welcome to the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS 2013)
Applying software product lines to multiplatform video games
A DSL for describing the artificial intelligence in real-time video games
Towards model checking of computer games with Java PathFinder
User requirements for gamifying sports software
Game design as a game
Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests
Educational software engineering: Where software engineering, education, and gaming meet
Distributed DeepThought: Synchronising complex network multi-player games in a scalable and flexible manner
Comparative API complexity analysis of two platforms for networked multiplayer games using a reference game
2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS)

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Applying software product lines to multiplatform video games

Content Provider IEEE Xplore Digital Library
Author Albassam, E. Gomaa, H.
Copyright Year 2013
Description Author affiliation: Dept. of Comput. Sci., George Mason Univ., Fairfax, VA, USA (Albassam, E.; Gomaa, H.)
Abstract In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component-based software product line architecture for a multiplatform video game. Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various video game platforms. Then, we designed a variable component-based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight-simulator game and by deriving two versions of the game: a Windows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features.
Starting Page 1
Ending Page 7
File Size 773958
Page Count 7
File Format PDF
ISBN 9781467362634
DOI 10.1109/GAS.2013.6632582
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2013-05-18
Publisher Place USA
Access Restriction Subscribed
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Video games Three-dimensional displays Multiplatform variability Unified modeling language Feature modeling Games Computer architecture User interfaces Software product line design Feature extraction Mobile handsets
Content Type Text
Resource Type Article
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