Resource Entity Action: A Generalized Design Pattern for RTS games

Mohamed Abbadi, Francesco Di Giacomo, Renzo Orsini, Aske Plaat, P.H.M. Spronck, Giuseppe Maggiore

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

    1 Citation (Scopus)
    228 Downloads (Pure)

    Abstract

    In Real-Time Strategy (RTS) games, players develop an army
    in real time, then attempt to take out one or more opp onents. Despite
    the existence of basic similarities among the many dierent RTS games,
    engines of these games are often built ad ho c, and co de re-use among
    dierent titles is minimal. We created a design pattern called Resource
    Entity Action (REA) that abstracts the basic interactions that entities
    have with each other in most RTS games. This pap er discusses REA
    and language abstraction and implementation using the Casanova game
    programming language. Our analysis shows that not only the pattern
    forms a solid basis for a playable RTS game, but also that it achieves
    considerable gains in terms of lines of co de and runtime eciency. We
    conclude that the REA pattern is suitable approach to the implementa-
    tion of many RTS games
    Original languageEnglish
    Title of host publicationProceedings of the 8th International Computer and Games Conference
    Place of PublicationGermany
    PublisherSpringer Verlag
    Publication statusPublished - 2014
    EventComputers and Games Conference - Yokohama, Japan
    Duration: 12 Aug 201318 Aug 2013

    Publication series

    NameLNCS
    Volume8427

    Conference

    ConferenceComputers and Games Conference
    Country/TerritoryJapan
    CityYokohama
    Period12/08/1318/08/13

    Fingerprint

    Dive into the research topics of 'Resource Entity Action: A Generalized Design Pattern for RTS games'. Together they form a unique fingerprint.

    Cite this