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First draft of user interfaces for game development. #7
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Structure and paper choice looks good. See comments for revisions to make by the second draft deadline.
src/live-programming.rst
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Overview | ||
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Starting with Spacewar in 1961, computer games have been around for over four and a half decades. |
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Reword to "Computer games have been around for over four and a half decades, starting with Spacewar in 1961."
src/live-programming.rst
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Overview | ||
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Starting with Spacewar in 1961, computer games have been around for over four and a half decades. | ||
Computer games are becoming increasingly important in lots of industries including software development, entertainment, education, military, and medicine. |
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- "are becoming increasingly important in lots of" -> "are not just for fun. They are also being used for training and discovery in many"
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Starting with Spacewar in 1961, computer games have been around for over four and a half decades. | ||
Computer games are becoming increasingly important in lots of industries including software development, entertainment, education, military, and medicine. | ||
Game development itself has been considered as a combination of multiple disciplines including programming, design, art, modeling, animation, music, etc. |
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"itself has been considered as a combination of" -> "involves"
"music, etc." -> "and music"
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:filter: key == 'blow2004game' | ||
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This article presents a broad summary of the reasons why game development is hard nowadays. | ||
In a high level, the author classified the difficulties into two categories: problems due to overall project size and complexity and problems due to highly domain-specific requirements. |
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"In a high level" -> "At a high level"
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"domain-specific requirements" -> "domain-specific knowledge requirements"
src/live-programming.rst
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This article presents a broad summary of the reasons why game development is hard nowadays. | ||
In a high level, the author classified the difficulties into two categories: problems due to overall project size and complexity and problems due to highly domain-specific requirements. | ||
Problems due to overall project size and complexity include the lack of excellent development tools, the inefficiency of development workflow, the barriers for multi-platform development, and the lack of excellent third-party components/engines. | ||
Problems due to highly domain-specific requirements include the domain-specific knowledge about programming, mathematics, algorithms, computer graphics, etc. |
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"computer graphics, etc" -> "and computer graphics"
src/live-programming.rst
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Most game development platforms require highly domain-specific knowledge of imperative programming languages, which has a steep learning curve for end-users. | ||
For example, Unity3D employs C# as its scripting language and Unreal Engine uses C++ as its scripting language. | ||
In this subsection we examine Functional Reactive Programming as a declarative programming language in contrast to imperative programming languages. | ||
We also introduce visual block-based programming languages and visual dataflow programming languages for game development. |
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"Functional Reactive Programming as a declarative programming language in contrast to imperative programming languages. We also introduce visual block-based programming languages and visual dataflow programming languages for game development. " -> "functional reactive programming, visual block-based languages, and visual dataflow languages for game development."
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.. bibliography:: game-development.bib | ||
:filter: key == 'elliott1997functional' | ||
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This paper introduced Fran, a functional reactive animation system which generated the paradigm called Functional Reactive Programming (FRP). |
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"generated" -> "introduced"
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This paper introduced Alice, a 3D interactive animation environment. | ||
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.. todo:: | ||
Cite Visual Scripting features from Unity and Unreal that use visual dataflow programming. |
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please complete this todo for the second draft
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.. bibliography:: game-development.bib | ||
:filter: key == 'ebner2013towards' | ||
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This paper proposed to define the key requirements and challenges in constructing a new Video Game Description Language (VGDL). |
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"proposed to define" -> "discusses"
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:filter: key == 'ebner2013towards' | ||
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This paper proposed to define the key requirements and challenges in constructing a new Video Game Description Language (VGDL). | ||
It proposed an initial design to the semantics of the language and the components required to define a given game. |
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"initial design to" -> "initial design of"
a recent paper on Ceptre's UI that you should take a look at https://drive.google.com/file/d/1C3bjSZmGL2JDshkpuSjEgQ2SUd5lt2o0/view |
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looking good -- see comments for final draft. grade + additional feedback will be sent via email.
src/game-development.bib
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} | ||
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@inproceedings{elvezio2018mercury, | ||
title={Mercury: A messaging framework for modular ui components}, |
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capitalize "UI" (you have to put it into braces in BiBTeX: {UI}
)
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@inproceedings{elliott1997functional, | ||
title={Functional reactive animation}, | ||
author={Elliott, Conal and Hudak, Paul}, | ||
booktitle={ACM SIGPLAN Notices}, |
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don't cite SIGPLAN Notices (it just republishes conference papers) -- cite the original conference
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} | ||
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@article{maloney2010scratch, | ||
title={The scratch programming language and environment}, |
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capitalize "Scratch"
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@book{maloney2008programming, | ||
title={Programming by choice: urban youth learning programming with scratch}, | ||
author={Maloney, John H and Peppler, Kylie and Kafai, Yasmin and Resnick, Mitchel and Rusk, Natalie}, | ||
volume={40}, |
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what is the venue?
src/game-development.bib
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} | ||
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@book{maloney2008programming, | ||
title={Programming by choice: urban youth learning programming with scratch}, |
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capitalize Scratch
src/live-programming.rst
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.. bibliography:: game-development.bib | ||
:filter: key == 'elvezio2018mercury' | ||
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This paper presented a framework as an improvement for the existing game engine architecture. |
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- Use present tense ("presents" not "presented") in paper summaries.
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This sentence is vague and may not be necessary
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Declarative Programming Languages for Game Development | ||
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Most game development platforms require highly domain-specific knowledge of imperative programming languages, which has a steep learning curve for end-users. | ||
For example, Unity3D employs C# as its scripting language and Unreal Engine uses C++ as its scripting language. |
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I'm not sure "scripting language" is the right phrase here -- "native language"?
This paper introduced Fran, a functional reactive animation system which introduced the paradigm called Functional Reactive Programming (FRP). | ||
The key ideas in functional reactive animation are its notions of *behaviors* and *events*. | ||
Behaviors are continuous, time-varying values. | ||
Events are values that occur at a single, discrete point in time, having no duration, such as a button press. |
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Was there some specific mention of video game programming in this paper? If so, note that, if not, say why and describe why this paper is in this section in a little more detail.
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Programming is done by dragging and snapping together colorful command blocks to control 2D graphical objects called sprites moving on a background called the stage. | ||
This paper also describes aspects of Scratch and the language design that make it easier for young people to explore, express themselves, and learn. | ||
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The Blueprints Visual Scripting system :cite:`blueprints` in Unreal Engine is a gameplay scripting system that uses the concept of dataflow programming to compose game elements from within the Unreal Editor. |
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Need a bib-item for blueprints
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.. bibliography:: game-development.bib | ||
:filter: key == 'maloney2008programming' | ||
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This paper reports on the Scratch programming experiences of urban youth from after-school programs over an 18-month period. |
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again not clear whether video games were a specific topic of interest in this paper
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great. final grades will be sent via email soon.
@@ -64,7 +69,7 @@ @article{cooper2000alice | |||
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@article{maloney2010scratch, | |||
title={The scratch programming language and environment}, | |||
title={The Scratch programming language and environment}, |
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needs curly braces: {Scratch}
Events are values that occur at a single, discrete point in time, having no duration, such as a button press. | ||
FRP aims to automate the low-level implementation details by providing the user high-level abstractions, which prevent them from having to explicitly manage common implementation chores that has nothing to do with the content of an animation. | ||
The concept of FRP has been proven to be viable in not only game development, but also data visualization and web development. |
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how has it been proven to be viable in game development?
No description provided.