Event driven architectures and concern driven programming in roguelike computer gaming
at the ICT Innovations Conference 2012. Here's the abstract and the keywords:
Abstract. Roguelike games are challenging single player games driven by a multi-agent environment. The game complexity stems from a mostly randomly generated world interacting with potentially thousands of independent agents trying to simulate a believable world. Traditionally roguelike games use REPL (read-evaluate-print-loops) as the standard architecture in order to handle the turn-based game approach.
This practice talk shows how the combination of event driven architectures with a variant of aspect oriented programming (called concern driven programming) simplify the architecture and allows to reduce many complex programming challenges to very simple and locally manageable tasks. This allows for much more complex game designs and reduces maintenance costs. The talk will illustrate the concepts with examples using two real world game designs that highlight the different architectural approaches (the hugely successful game ADOM using the REPL-approach and its successor ADOM II using a much more efficient event driven architecture).
Keywords: event driven architecture, aspect oriented programming, EDA, AOP, concern driven programming, roguelike, ADOM, ADOM II, software engineeringIt's from 12-15 of September in the beautiful town of Ohrid in Macedonia. If you by chance happen to be there I'll be happy to meet with you.
Sometimes you are lucky when submitting conference papers and this time I'm very much looking forward to preparing the slides :-)