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A Survey of Characteristic Engine Features for Technology-Sustained Pervasive GamesCase Study: Virtual World Engine Staging a Pervasive Game

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games: Case Study:... [Different types of game engines have been mentioned in Sect. 1.2 and a feature set to support pervasive games has been distilled and verified in Chap. 2 Using the resulting feature set from Sect. 2.3, a candidate engine is chosen in the same product line as a would-be pervasive game engine. Because the feature set requires support for a virtual game world with world persistence, and a shared data space with data persistence, a virtual world engine is chosen as primary candidate for, being an engine in the same product line as a would-be pervasive game engine. As proof-of-concept, a virtual world engine specific implementation is extended to support the entire feature set and used to implement the pervasive game, called Codename: Heroes. The game is briefly introduced from a cultural perspective and its resulting architecture explained. The explanatory case study in this chapter validates the chosen architecture and gives needed first-hand experience with the resulting architecture. Whereas features from the survey inform the architecture, the implementation of Codename: Heroes serves to highlight those features of particular importance and identify any open issues.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive GamesCase Study: Virtual World Engine Staging a Pervasive Game

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Publisher
Springer International Publishing
Copyright
© The Author(s) 2015
ISBN
978-3-319-17631-4
Pages
41 –53
DOI
10.1007/978-3-319-17632-1_3
Publisher site
See Chapter on Publisher Site

Abstract

[Different types of game engines have been mentioned in Sect. 1.2 and a feature set to support pervasive games has been distilled and verified in Chap. 2 Using the resulting feature set from Sect. 2.3, a candidate engine is chosen in the same product line as a would-be pervasive game engine. Because the feature set requires support for a virtual game world with world persistence, and a shared data space with data persistence, a virtual world engine is chosen as primary candidate for, being an engine in the same product line as a would-be pervasive game engine. As proof-of-concept, a virtual world engine specific implementation is extended to support the entire feature set and used to implement the pervasive game, called Codename: Heroes. The game is briefly introduced from a cultural perspective and its resulting architecture explained. The explanatory case study in this chapter validates the chosen architecture and gives needed first-hand experience with the resulting architecture. Whereas features from the survey inform the architecture, the implementation of Codename: Heroes serves to highlight those features of particular importance and identify any open issues.]

Published: Mar 23, 2015

Keywords: Virtual World; Game State; Game Engine; Game World; Heterogeneous Device

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