Loading...
Resource Entity Action: A Generalized Design Pattern for RTS games
 Abbadi,Mohamed   Di Giacomo,Francesco   Orsini,Renzo   Plaat,Aske   Spronck,P.H.M.   Maggiore,Giuseppe  
 Abbadi,Mohamed 
 Di Giacomo,Francesco 
 Orsini,Renzo 
 Plaat,Aske 
 Spronck,P.H.M. 
 Maggiore,Giuseppe 
Abstract
In Real-Time Strategy (RTS) games, players develop an army in real time, then attempt to take out one or more opp onents. Despite the existence of basic similarities among the many dierent RTS games, engines of these games are often built ad ho c, and co de re-use among dierent titles is minimal. We created a design pattern called Resource Entity Action (REA) that abstracts the basic interactions that entities have with each other in most RTS games. This pap er discusses REA and language abstraction and implementation using the Casanova game programming language. Our analysis shows that not only the pattern forms a solid basis for a playable RTS game, but also that it achieves considerable gains in terms of lines of co de and runtime eciency. We conclude that the REA pattern is suitable approach to the implementa- tion of many RTS games
Description
Date
2014
Journal Title
Journal ISSN
Volume Title
Publisher
Springer Verlag
Files
Loading...
 CG2013Abbadi.pdf 
Adobe PDF, 346.67 KB
Research Projects
Organizational Units
Journal Issue
Keywords
Citation
Abbadi, M, Di Giacomo, F, Orsini, R, Plaat, A, Spronck, P H M & Maggiore, G 2014, Resource Entity Action : A Generalized Design Pattern for RTS games. in Proceedings of the 8th International Computer and Games Conference. LNCS, vol. 8427, Springer Verlag, Germany, Computers and Games Conference, Yokohama, Japan, 12/08/13.
