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Skip to Search Results- 5Code generation
- 4Scripting language
- 3Computer games
- 3Generative pattern
- 2Ambient behavior
- 2Collaborative behavior
- 5Szafron, Duane
- 4Schaeffer, Jonathan
- 3Carbonaro, Mike
- 3Cutumisu, Maria
- 3McNaughton, Matthew
- 3Onuczko, Curtis
- 3Educational Psychology, Department of
- 3Educational Psychology, Department of/Journal Articles (Educational Psychology)
- 3Graduate and Postdoctoral Studies (GPS), Faculty of
- 3Graduate and Postdoctoral Studies (GPS), Faculty of/Theses and Dissertations
- 2Computing Science, Department of
- 2Computing Science, Department of/Technical Reports (Computing Science)
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1993
Technical report TR93-07. A \"first\" implementation of the Modular Smalltalk object-oriented programming language is presented. The implementation includes an object-oriented parser, object-oriented representation for code fragments and an object-oriented C-code generator, all implemented in...
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2004
Cutumisu, M., McNaughton, M., Parker, D., Schaeffer, Jonathan, Redford, J., Szafron, Duane
Technical report TR04-05. Recently, some researchers have argued that generative design patterns (GDPs) can leverage the obvious design re-use that characterizes traditional design patterns into code re-use. This paper provides additional evidence that GDPs are both useful and productive. ...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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2007
Schaeffer, Jonathan, Siegel, Jeff, Duff, Harvey, Schumacher, Allan, Roy, Thomas, Gillis, Stephanie, Onuczko, Curtis, McNaughton, Matthew, Carbonaro, Mike, Waugh, Kevin, Szafron, Duane, Cutumisu, Maria
The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game...
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Fall 2009
As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually-programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being...
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End-to-end Fine-grained Traceability Analysis in Model Transformations and Transformation Chains
DownloadFall 2017
Over the last few decades, model-driven code generation has been the flagship paradigm used to promote adoption of model-driven engineering among the general software-engineering community. Model-driven code generators integrate model-to-model and model-to-text transformations to build...