RAGE Architecture for Reusable Serious Gaming Technology Components
For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the ov...
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Format: | Article |
Language: | English |
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Wiley
2016-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2016/5680526 |
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author | Wim van der Vegt Wim Westera Enkhbold Nyamsuren Atanas Georgiev Iván Martínez Ortiz |
author_facet | Wim van der Vegt Wim Westera Enkhbold Nyamsuren Atanas Georgiev Iván Martínez Ortiz |
author_sort | Wim van der Vegt |
collection | DOAJ |
description | For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming. |
format | Article |
id | doaj-art-5c4c320d81df451da5b9d4443cdb830e |
institution | Kabale University |
issn | 1687-7047 1687-7055 |
language | English |
publishDate | 2016-01-01 |
publisher | Wiley |
record_format | Article |
series | International Journal of Computer Games Technology |
spelling | doaj-art-5c4c320d81df451da5b9d4443cdb830e2025-02-03T01:12:04ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552016-01-01201610.1155/2016/56805265680526RAGE Architecture for Reusable Serious Gaming Technology ComponentsWim van der Vegt0Wim Westera1Enkhbold Nyamsuren2Atanas Georgiev3Iván Martínez Ortiz4Open University of the Netherlands, Valkenburgerweg 177, 6419 AT Heerlen, NetherlandsOpen University of the Netherlands, Valkenburgerweg 177, 6419 AT Heerlen, NetherlandsOpen University of the Netherlands, Valkenburgerweg 177, 6419 AT Heerlen, NetherlandsSofia University “St. Kliment Ohridski”, Boulevard Tzar Osvoboditel 15, 1504 Sofia, BulgariaComplutense University of Madrid, Avenida de Séneca 2, 28040 Madrid, SpainFor seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.http://dx.doi.org/10.1155/2016/5680526 |
spellingShingle | Wim van der Vegt Wim Westera Enkhbold Nyamsuren Atanas Georgiev Iván Martínez Ortiz RAGE Architecture for Reusable Serious Gaming Technology Components International Journal of Computer Games Technology |
title | RAGE Architecture for Reusable Serious Gaming Technology Components |
title_full | RAGE Architecture for Reusable Serious Gaming Technology Components |
title_fullStr | RAGE Architecture for Reusable Serious Gaming Technology Components |
title_full_unstemmed | RAGE Architecture for Reusable Serious Gaming Technology Components |
title_short | RAGE Architecture for Reusable Serious Gaming Technology Components |
title_sort | rage architecture for reusable serious gaming technology components |
url | http://dx.doi.org/10.1155/2016/5680526 |
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