2,330 research outputs found

    The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development

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    This paper describes the structural architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technologies (RAGE software assets) for applied game development. These software assets are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository allows applied game developers and studios to search for software assets for inclusion in applied games. The repository is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. The RAGE repository provides storage space for assets and their artefacts. It will be embedded in a social platform for networking among asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including advanced game technology assets

    The RAGE Game Software Components Repository for Supporting Applied Game Development

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    This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry

    D8.4 – Second RAGE Evaluation Report

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    This document presents the results of the summative evaluation and validation studies carried out in WP8 of the RAGE project. Summative evaluation by definition represents evaluation at the end of the development process and aims at collecting information on the outcomes of the implementation. Correspondingly, the summative evaluations in RAGE aimed at obtaining a concluding statement and evidence on the quality and effects of the final versions of (a) the RAGE components, (b) the Ecosystem portal, and (c) the games at the end of the project. Overall, the summative evaluation studies have demonstrated the usefulness and potential benefits of the technologies and methodologies developed in the project for applied game development and for educational application, and argue for the usefulness and significance of the RAGE approach. In addition, valuable suggestions for further improvement or enrichment of the games, game components, and Ecosystem portal could be collected and, thus meaningful information and inspiration for future work beyond the RAGE project lifetime could be obtained

    D1.3 – Two-level authoring widget software and documentation:RAGE – WP1 – D1.3

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    In this deliverable, we give detailed description of all end user tools developed in the frame of WP1, with the special emphasis on the Configuration Editor Wizard, described in Chapter 5. So far, significant parts of the asset creation infrastructure have been reported in previous deliverables D1.1 and D1.4. In order to counteract the fragmentation of the descriptions of different parts in different documents and annexes, we have opted for providing a comprehensive overview of the full range of authoring tools created in Task 1.3. We felt a coherent, full overview is needed, because of the interdependencies of the various tools that we created to accommodate the asset creation methodology. The deliverable summarises the various component authoring tools, taxonomy tools and component management tools, reported before, but also presents the new Configuration Editor Wizard: this tools allows component developers to define and generate a tailored configuration editor alongside their component, which then can be used by the user of the component (viz. game developers) to configure the component for technical integration in different software and gaming platforms. The very idea of having “an editor for creating editors” explains the reference in the deliverable’s title to “two-level authoring”. Readers already familiar with the contents of the previous deliverables may want to go immediately to chapter 5, which presents the Configuration Editor Wizard and a detailed description of two case studies used to test and demonstrate the effectiveness of the Configuration Editor Wizard

    Serious games for learning : a model and a reference architecture for efficient game development

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