Abstract
This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE component-based architecture described elsewhere, the paper explains how the interactions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementations in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its underlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.
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Acknowledgement
This work has been partially funded by the EC H2020 project RAGE (Realising an Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement No 644187.
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van der Vegt, W., Nyamsuren, E., Westera, W. (2016). RAGE Reusable Game Software Components and Their Integration into Serious Game Engines. In: Kapitsaki, G., Santana de Almeida, E. (eds) Software Reuse: Bridging with Social-Awareness. ICSR 2016. Lecture Notes in Computer Science(), vol 9679. Springer, Cham. https://doi.org/10.1007/978-3-319-35122-3_12
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DOI: https://doi.org/10.1007/978-3-319-35122-3_12
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