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Game logic portability

Published: 15 June 2005 Publication History

Abstract

Many game engines integrate the game logic with the graphics engine. In this paper we separate the two, thus making the logic portable between game engines. In our architecture the logic is represented as an ontology and a set of rules for a particular application domain. A mediator with an embedded rules-engine links the logic to a suitable game engine.We demonstrate our architecture in two ways. First, we show a traffic accident scenario running on two different game engines, with a separate mediator for each engine. The logic type is smart-terrain logic, with participants triggering events based on interaction and proximity tests. In the second demonstration (a simple first-person shooting game) we show the extensibility and performance of the architecture to control non-player characters quickly manoeuvring using proximity tests and waypoints.

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  • (2019)Training Model of Safe Escape From Fire Based On Virtual RealityProceedings of the 2019 8th International Conference on Networks, Communication and Computing10.1145/3375998.3376013(168-175)Online publication date: 13-Dec-2019
  • (2018)Semantic framework for interactive animation generation and its application in virtual shadow play performanceVirtual Reality10.1007/s10055-018-0333-822:2(149-165)Online publication date: 1-Jun-2018
  • (2017)Prototype of Intelligent Data Management System for Computer Animation (iMCA)Next Generation Computer Animation Techniques10.1007/978-3-319-69487-0_14(189-206)Online publication date: 1-Nov-2017
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  1. Game logic portability

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    cover image ACM Other conferences
    ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
    June 2005
    511 pages
    ISBN:1595931104
    DOI:10.1145/1178477
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 June 2005

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    Author Tags

    1. logic
    2. ontologies
    3. rules

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    View all
    • (2019)Training Model of Safe Escape From Fire Based On Virtual RealityProceedings of the 2019 8th International Conference on Networks, Communication and Computing10.1145/3375998.3376013(168-175)Online publication date: 13-Dec-2019
    • (2018)Semantic framework for interactive animation generation and its application in virtual shadow play performanceVirtual Reality10.1007/s10055-018-0333-822:2(149-165)Online publication date: 1-Jun-2018
    • (2017)Prototype of Intelligent Data Management System for Computer Animation (iMCA)Next Generation Computer Animation Techniques10.1007/978-3-319-69487-0_14(189-206)Online publication date: 1-Nov-2017
    • (2016)Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)10.1109/VS-GAMES.2016.7590355(1-9)Online publication date: Sep-2016
    • (2016)Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)10.1109/VS-GAMES.2016.7590354(1-9)Online publication date: Sep-2016
    • (2008)Game portability using a service-oriented approachInternational Journal of Computer Games Technology10.1155/2008/3784852008(1-7)Online publication date: 1-Jan-2008

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