A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games (SpringerBriefs in Computer Science)
暫譯: 技術持續的普及遊戲特徵引擎功能調查 (SpringerBriefs in Computer Science)

Kim J.L. Nevelsteen

  • 出版商: Springer
  • 出版日期: 2015-06-02
  • 售價: $2,390
  • 貴賓價: 9.5$2,271
  • 語言: 英文
  • 頁數: 66
  • 裝訂: Paperback
  • ISBN: 3319176315
  • ISBN-13: 9783319176314
  • 相關分類: Computer-Science
  • 海外代購書籍(需單獨結帳)

商品描述

This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain.

The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.

商品描述(中文翻譯)

這本書從技術的角度深入探討了普遍遊戲,專注於滿足使用虛擬遊戲元素標準的遊戲子領域。在電腦遊戲產業中,使用遊戲引擎來構建遊戲是很常見的,但目前的遊戲引擎並不支持普遍遊戲。由於電腦遊戲產業已經擁有豐富的遊戲引擎,本書調查了:(i) 是否可以重新利用遊戲引擎來製作普遍遊戲;(ii) 是否可以識別出描述潛在普遍遊戲引擎的特徵;(iii) 使用這些特徵,是否可以在與現有引擎相同的「產品線」中找到一個架構,並且可以擴展以製作普遍遊戲;(iv) 最後,是否還存在任何挑戰和未解決的問題。

回答這些問題的方法有兩個方面。首先,進行了一項普遍遊戲的調查,收集技術細節並提煉出一組使普遍遊戲得以實現的組件特徵集。其次,選擇一種類型的遊戲引擎作為潛在普遍遊戲引擎的候選者,支持盡可能多的特徵集。該架構被擴展以支持整個特徵集,並用於製作一款名為《Codename: Heroes》的普遍遊戲,驗證了架構,突出了特別重要的特徵並識別出任何未解決的問題。本書的結論也有兩個方面:結果特徵集被驗證與普遍遊戲的定義及相關工作相符。其次,選擇一個虛擬世界引擎作為潛在普遍遊戲引擎的候選者。《Codename: Heroes》成功實現,利用所選引擎的優勢;開發時間很短,僅幾個月。《Codename: Heroes》進行了兩次展示,沒有穩定性問題或停機時間。

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