which could lead to problems in finding the cor-
rect spelling.
• Another problem is related to missing mecha-
nism for synchronous calls on the GameEngine
in ECMA based scripting languages (for exam-
ple JavaScript or ActionScript). To manage this
language specific behavior, the GameEngine gen-
erates additional parameters in method signatures
for success and failure callbacks.
• JavaScript does not distinguish between byte,
short, integer, long, float or double. The
GameEngine middleware tries to address these re-
strictions, however, it may lead to inaccuracies. In
normal cases, this will not affect the development.
7 CONCLUSION AND FUTURE
WORK
This paper describes the idea of extracting infrastruc-
tural components from implemented game logics by
using model-driven engineering methods and to eval-
uate useablity and applicableness in realistic condi-
tions. Development can be focused on modeling the
game logic which means handling of symbols and re-
lationships between them. Furthermore, it is possible
to reduce infrastructural implementation efforts dra-
matically, which reduces testing and raises overall sta-
bility by using an adaptive and generic execution en-
vironment.
Using model-driven engineering in a highly ab-
stracted framework in addition to code generators, en-
ables usage of proprietary mechanisms hidden inside
a middleware. They could boost internal critical com-
ponents without any need to get a developer in touch
with it. They just use their own modeled and imple-
mented entities within server and client.
So far there is a working middleware to de-
velop games based on this idea as shown in indepen-
dent game projects, mostly location-based Browser-
MMOGs. In future work this project aims at compar-
ing game logic implementations. Using at least one
of them in combination with a manually constructed
communication layer would give a brief insight about
the percentage of savings.
ACKNOWLEDGEMENTS
We would like to thank all members at the Depart-
ment of Computer Science here at FSU Jena – espe-
cially Wilhelm Rossak. We would also like to extend
our gratitude to Bernd Weigel and all students here at
FSU Jena about their contributions in different kinds
of game projects as well as the GameEngine itself.
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