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Aspect-oriented procedural content engineering for game design
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Symposium on Applied Computing archive
Proceedings of the 2009 ACM symposium on Applied Computing table of contents
Honolulu, Hawaii
SESSION: Programming for separation of concerns track table of contents
Pages 1957-1962  
Year of Publication: 2009
ISBN:978-1-60558-166-8
Authors
Walter Cazzola  Università di Milano, Italy
Diego Colombo  Microsoft Ireland Research, Ireland, and IMT Lucca, Italy
Duncan Harrison  Realtime Worlds, UK
Sponsor
SIGAPP: ACM Special Interest Group on Applied Computing
Publisher
ACM  New York, NY, USA
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ABSTRACT

Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical examples of content procedurally generated are fractal images and noise textures. Unfortunately, not always the content can be expressed in this way, developers and content creators need the data to have some peculiarity (like windows on a wall for a house 3D model) and a method to drive data simplification without losing relevant details.

In this paper we discuss how aspect oriented (AO) techniques can be used to drive the content creation process by mapping each data peculiarity to the code to generate it. Using aspects will let us to partially evaluate the code of the procedure improving the performance without losing the flow of the generation logic. We will also discuss how the use of AO can provide techniques to build simplified version of the data through code transformations.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Walter Cazzola: colleagues
Diego Colombo: colleagues
Duncan Harrison: colleagues