Modular Game Engine Design

Modular Game Engine Design

Aaron Boudreaux, Brandon Primeaux
ISBN13: 9781466616349|ISBN10: 1466616342|EISBN13: 9781466616356
DOI: 10.4018/978-1-4666-1634-9.ch013
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MLA

Boudreaux, Aaron, and Brandon Primeaux. "Modular Game Engine Design." Algorithmic and Architectural Gaming Design: Implementation and Development, edited by Ashok Kumar, et al., IGI Global, 2012, pp. 322-341. https://doi.org/10.4018/978-1-4666-1634-9.ch013

APA

Boudreaux, A. & Primeaux, B. (2012). Modular Game Engine Design. In A. Kumar, J. Etheredge, & A. Boudreaux (Eds.), Algorithmic and Architectural Gaming Design: Implementation and Development (pp. 322-341). IGI Global. https://doi.org/10.4018/978-1-4666-1634-9.ch013

Chicago

Boudreaux, Aaron, and Brandon Primeaux. "Modular Game Engine Design." In Algorithmic and Architectural Gaming Design: Implementation and Development, edited by Ashok Kumar, Jim Etheredge, and Aaron Boudreaux, 322-341. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-1634-9.ch013

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Abstract

The usage of software engineering principles in designing a game engine is discussed in this chapter using a simple tower defense game implemented using C# and the XNA Framework to illustrate usage of the engine. Essential functions, such as collision detection, input/output, graphics, object management, state management, and sound, will be implemented as independent units called managers. Because each manager is independent from the rest, essential development tasks such as implementing each manager and isolating bugs are much simpler.

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