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dc.contributor.authorMarin, Carlos
dc.contributor.authorChover, Miguel
dc.contributor.authorSotoca, Jose M.
dc.contributor.editorSkala, Václav
dc.identifier.citationWSCG 2019: Short and Poster papers proceedings: 27. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p.27-34.en
dc.identifier.isbn978-80-86943-38-1 (CD/-ROM)
dc.identifier.issn2464–4617 (print)
dc.identifier.issn2464-4625 (CD/DVD)
dc.format8 s.cs
dc.publisherVáclav Skala - UNION Agencycs
dc.rights© Václav Skala - UNION Agencycs
dc.subjectarchitektura herního enginucs
dc.subjectvývoj hrycs
dc.subjectsystém s více agentycs
dc.titlePrototyping a game engine architecture as a multi-agent systemen
dc.typekonferenční příspěvekcs
dc.description.abstract-translatedThe game engines are one of the essential and daily used applications on the game development field. These applications are designed to assist in the creation of this type of contents. Nevertheless, their usage and development are very complex. Moreover, there are not many research papers about the game engine architecture definition and specification. In this sense, this work presents a methodology to specify a game engine defined as a multi-agent system. In such a way, from a multi-agent approximation, a game engine architecture can be prototyped in a fast way. Also, this implementation can be exported to a general programming language for maximum performance, facilitating the definition and comprehension of the mechanisms of the game engine.en
dc.subject.translatedgame engine architectureen
dc.subject.translatedgame developmenten
dc.subject.translatedmulti-agent systemen
Appears in Collections:WSCG '2019: Short Papers Proceedings

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Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/35630

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