Abstract

Due to the changing nature of videogames, the component-based architecture is the design of choice for managing game entities instead of the traditional static class hierarchies. A component-based architecture lets programmers edit entities as collections of components, which provide the entity with new functionalities. Such architecture promotes flexibility but makes the code more difficult to understand because entities are built at runtime by linking components. In this paper we present a semi-automatic process for moving from a class hierarchy to a component-based architecture. Through the application of Formal Concept Analysis we propose a novel technique for automatically identifying candidate distributions of responsibilities among components.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.