Animation of Tile-Based Games Automatically Derived from Simulation Specifications
Computer Science and Information Systems, Tome 8 (2011) no. 2
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Visual Languages (VLs) are beneficial particularly for domainspecific applications, since they can support ease of understanding by visual metaphors. If such a language has an execution semantics, comprehension of program execution may be supported by direct visualization. This closes the gap between program depiction and execution. To rapidly develop a VL with execution semantics a generator framework is needed which incorporates the complex knowledge of simulating and animating a VL on a high specification level. In this paper we show how a fully playable tile-based game is specified with our generator framework DEViL.We illustrate this on the famous Pacman1 game.
Keywords:
Visual Languages, DEViL, Simulation, Animation, Tile-Based
@article{CSIS_2011_8_2_a12,
author = {Jan Wolte and Bastian Cramer and Uwe Kastens},
title = {Animation of {Tile-Based} {Games} {Automatically} {Derived} from {Simulation} {Specifications}},
journal = {Computer Science and Information Systems},
year = {2011},
volume = {8},
number = {2},
url = {http://geodesic.mathdoc.fr/item/CSIS_2011_8_2_a12/}
}
TY - JOUR AU - Jan Wolte AU - Bastian Cramer AU - Uwe Kastens TI - Animation of Tile-Based Games Automatically Derived from Simulation Specifications JO - Computer Science and Information Systems PY - 2011 VL - 8 IS - 2 UR - http://geodesic.mathdoc.fr/item/CSIS_2011_8_2_a12/ ID - CSIS_2011_8_2_a12 ER -
Jan Wolte; Bastian Cramer; Uwe Kastens. Animation of Tile-Based Games Automatically Derived from Simulation Specifications. Computer Science and Information Systems, Tome 8 (2011) no. 2. http://geodesic.mathdoc.fr/item/CSIS_2011_8_2_a12/