Design and Implementation of Component Storages for Developing Component-Based Game Engines


The KIPS Transactions:PartD, Vol. 12, No. 2, pp. 267-274, Apr. 2005
10.3745/KIPSTD.2005.12.2.267,   PDF Download:

Abstract

New game softwares usually have much similarities with old one in the sense of properties and procedures. But nevertheless, the development could be duplicated several times without referencing or reusing of others. In addition, because there is no standardized process about the game engine, the products generated by other software development processes are difficult to understand and to reuse. Therefore, the enterprise developing new game software newly analyze and design although it is same process as the old one. This paper proposes the improved process of the game engine, analysis of structures and relations, classification of the class and the module and their combination methods, implementation of storage, and processor model to apply the component based development method to the game engine.


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Cite this article
[IEEE Style]
E. C. Song and J. J. Kim, "Design and Implementation of Component Storages for Developing Component-Based Game Engines," The KIPS Transactions:PartD, vol. 12, no. 2, pp. 267-274, 2005. DOI: 10.3745/KIPSTD.2005.12.2.267.

[ACM Style]
Eui Cheol Song and Jung Jong Kim. 2005. Design and Implementation of Component Storages for Developing Component-Based Game Engines. The KIPS Transactions:PartD, 12, 2, (2005), 267-274. DOI: 10.3745/KIPSTD.2005.12.2.267.