RAGE Architecture for Reusable Serious Gaming Technology Components

Wim Van der Vegt, Wim Westera, Enkhbold Nyamsuren, Atanas Georgiev, Ivan Martinez Ortiz

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Abstract

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 minimizes 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, respectively). A 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.
Original languageEnglish
Article number5680526
Number of pages10
JournalInternational Journal of Computer Games Technology
Volume2016
DOIs
Publication statusPublished - 2016

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Engines
Computer programming languages
Seizing
Computer systems programming
Computer operating systems
Studios
Software architecture
Software design
Software engineering
Testing
Serious games

Keywords

  • RAGE
  • Game technology
  • serious game
  • software component
  • software asset
  • component-based architecture
  • interoperability

Cite this

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title = "RAGE Architecture for Reusable Serious Gaming Technology Components",
abstract = "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 minimizes 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, respectively). A 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.",
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journal = "International Journal of Computer Games Technology",
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RAGE Architecture for Reusable Serious Gaming Technology Components. / Van der Vegt, Wim; Westera, Wim; Nyamsuren, Enkhbold; Georgiev, Atanas; Martinez Ortiz, Ivan.

In: International Journal of Computer Games Technology, Vol. 2016, 5680526, 2016.

Research output: Contribution to journalArticleAcademicpeer-review

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