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A quality-driven approach to game physics engine development using the Entity Component System. (2013)
Journal Article
Reilly, C., & Chalmers, K. (2013). A quality-driven approach to game physics engine development using the Entity Component System. The Computer Games Journal, 2, 125

The games industry is a broad, multi-discipline industry, which continues to grow in terms of revenue and cultural significance. Despite the accolades of this “recession-proof” industry, video game projects often fail either to deliver on time and on... Read More about A quality-driven approach to game physics engine development using the Entity Component System..

Game physics analysis and development – a quality-driven approach using the Entity Component Pattern (2013)
Journal Article
Reilly, C., & Chalmers, K. (2013). Game physics analysis and development – a quality-driven approach using the Entity Component Pattern. The Computer Games Journal, 2, 125-149

The games industry is a broad, multi-discipline industry, which continues to grow in terms of revenue and cultural significance. Despite the accolades of this “recession-proof” industry, video game projects often fail either to deliver on time and on... Read More about Game physics analysis and development – a quality-driven approach using the Entity Component Pattern.

Deadline-Driven Auctions for NPC Host Allocation on P2P MMOGs. (2010)
Journal Article
Fan, L., Trinder, P., & Taylor, H. (2010). Deadline-Driven Auctions for NPC Host Allocation on P2P MMOGs. International Journal of Advanced Media and Communication, 4, 140-153. https://doi.org/10.1504/IJAMC.2010.032140

We present the design, implementation and evaluation of Deadline-Driven Auctions (DDAs), a novel task-mapping infrastructure for heterogeneous distributed environments. DDA is primarily designed for hosting Non-Player Characters (NPCs) in P2P Massive... Read More about Deadline-Driven Auctions for NPC Host Allocation on P2P MMOGs..

Design Issues for Peer-to-Peer Massively Multiplayer Online Games. (2010)
Journal Article
Fan, L., Trinder, P., & Taylor, H. (2010). Design Issues for Peer-to-Peer Massively Multiplayer Online Games. International Journal of Advanced Media and Communication, 4, 108-125. https://doi.org/10.1504/IJAMC.2010.032138

Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has... Read More about Design Issues for Peer-to-Peer Massively Multiplayer Online Games..

Future Perfect (2010)
Presentation / Conference Contribution
Morgan, A., Deane, A., & Flint, T. (2010, June). Future Perfect. Paper presented at Create 10

A workshop exploring the process of creating an immersive location based game driven by narrative. The game is specifically designed to be portable with minimal effort to tailor a meaningful experience in any city-based location.