DOI:10.2298/CSIS101220005W

Animation of Tile-Based Games Automatically Derived from Simulation Specifications

Jan Wolte1, Bastian Cramer1 and Uwe Kastens1

  1. University of Paderborn, Department of Computer Science
    Fürstenallee 11, 33102 Paderborn, Germany
    jwolter@mail.uni-paderborn.de, {bcramer, uwe}@uni-paderborn.de

Abstract

Visual Languages (VLs) are beneficial particularly for domainspecific applications, since they can support ease of understanding by visual metaphors. If such a language has an execution semantics, comprehension of program execution may be supported by direct visualization. This closes the gap between program depiction and execution. To rapidly develop a VL with execution semantics a generator framework is needed which incorporates the complex knowledge of simulating and animating a VL on a high specification level. In this paper we show how a fully playable tile-based game is specified with our generator framework DEViL.We illustrate this on the famous Pacman1 game.

Key words

Visual Languages, DEViL, Simulation, Animation, Tile-Based

Digital Object Identifier (DOI)

https://doi.org/10.2298/CSIS101220005W

Publication information

Volume 8, Issue 2 (May 2011)
Advances in Formal Languages, Modeling and Applications
Year of Publication: 2011
ISSN: 2406-1018 (Online)
Publisher: ComSIS Consortium

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How to cite

Wolte, J., Cramer, B., Kastens, U.: Animation of Tile-Based Games Automatically Derived from Simulation Specifications. Computer Science and Information Systems, Vol. 8, No. 2, 501-516. (2011), https://doi.org/10.2298/CSIS101220005W