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» Game Development Using Design-by-Contract
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SAC
2009
ACM
14 years 2 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
AIIDE
2009
13 years 11 months ago
Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains
Traditionally, there have been two large obstacles faced in attempting to apply AI techniques to games and other virtual environments. The first obstacle is the gap between the la...
Steven P. Cash, R. Michael Young
ACMACE
2006
ACM
14 years 3 months ago
An empirical evaluation of TCP performance in online games
A fundamental design question to ask in the development of a network game is—Which transport protocol should be used—TCP, UDP, or some other protocols? Seeking an objective an...
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-L...
DIGITEL
2008
IEEE
14 years 4 months ago
Games as Skins for Online Tests
: Games play a dual role: they test the player’s competence, and at the same time provide learning opportunities. They offer a simple form of a reward – the pleasure of playing...
Srinivasan Ramani, Venkatagiri Sirigiri, Nila Lohi...
CIG
2006
IEEE
14 years 4 months ago
ChessBrain II - A Hierarchical Infrastructure for Distributed Inhomogeneous Speed-Critical Computation
—The ChessBrain project currently holds an official Guinness World Record for the largest number of computers used to play one single game of chess. In this paper, we cover the l...
Colin Frayn, Carlos Justiniano, Kevin Lew