A Comparative Analysis of Game Engines to Develop Core Assets for a Software Product Line of Mini-Games

Martín Sierra, María Constanza Pabón, Luisa Rincón, Andres Navarro-Newball, Diego Linares

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations

Abstract

The selection of a video game engine to develop core assets of a Software Product Line (SPL) of mini games could be highly influenced by the requisites of the SPL, differentiating it from the usual selection criteria applied when building complex video games. This article presents a comparative analysis between two video game engines, unity and P5. The purpose of this analysis was to select the most appropriate option to implement the SPL core assets. Taking into account the requirements of the products to be generated from the SPL, we found that the option initially proposed as the most appropriate did not meet the most relevant requirements of the SPL.

Original languageEnglish
Title of host publicationReuse in the Big Data Era - 18th International Conference on Software and Systems Reuse, ICSR 2019, Proceedings
EditorsXin Peng, Apostolos Ampatzoglou, Tanmay Bhowmik
PublisherSpringer Verlag
Pages64-74
Number of pages11
ISBN (Print)9783030228873
DOIs
StatePublished - 2019
Event18th International Conference on Software and Systems Reuse, ICSR 2019 - Cincinnati, United States
Duration: 26 Jun 201928 Jun 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11602 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference18th International Conference on Software and Systems Reuse, ICSR 2019
Country/TerritoryUnited States
CityCincinnati
Period26/06/1928/06/19

Keywords

  • Comparative analysis
  • Core assets development
  • Game engines
  • Software product line
  • Software reuse

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