Game Portability Using a Service-Oriented Approach
Table 1
Comparing a typical game development approach to GSA’s approach
Step
Typical approach
GSA’s approach
(1) Create the level data.
Create the decorative objects in the game engine.
(i)
Create the game objects using the world
builder or TorqueScript.
(i) Create the game objects using the world
builder in the game engine and give them a unique ID which identifies these
objects in the game space as well. Load these objects using TorqueScript.
(ii) Create the game objects in the game space
with the same unique ID using Jython.
(2)
Create the GUI.
Use the game engine interface builder or
TorqueScript to create the interface. The behaviour is set as part of the
game logic (step 4).
(3)
Create the object model.
(i)
Use TorqueScript to extend the objects or
create new ones.
(i)
Create the object models for the game
objects that require representation in the game engine and the game space.
(ii)
Create the other game object models in
game space.
(4)
Create the game logic.
(i)
Use TorqueScript to set the behaviour in
the game engine.
(i)
Use Jython or Java to create the logic in
the game space.
(5)
Create the adapter.
(i)
Send the updates from the game engine to
the game space.
(ii)
Create the adapter which translates
between the game engine and the game space.