Advanced Game Engine Wizardry for Visual Programming Environments

Visual programming environments empower end-users with interactive input and feedback mechanisms that support live and exploratory programming. For creating these environments, language engineers require enabling technology. Language workbenches and meta-programming languages support rapid construction of interpreter back-ends. Game engines are specifically created for rich interactive user experiences and have the potential to augment this technology even further with maintainable front-ends. However, these technologies presently live in separate technological spaces. We aim to automate the creation of visual programming environments by integrating the two. We propose Raven, a meta-framework for rapidly prototyping visual editors that exposes key 2D features of Godot in a programmable user interface. Using Raven's declarative notation, language engineers can concisely express the structure and styling of tree-based editors. We demonstrate our approach by: 1) integrating Raven into the Rascal language workbench; and 2) creating two editors for the live state machine language.

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Published
2024-10-17
DOI
https://doi.org/10.1145/3689488.3689992
Primary Topic
Artificial Intelligence in Games
Type
article
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article

Advanced Game Engine Wizardry for Visual Programming Environments

Riemer van Rozen, Elisabeth Kletsko
Artificial Intelligence in Games
article

Advanced Game Engine Wizardry for Visual Programming Environments

Riemer van Rozen, Elisabeth Kletsko
article en

Abstract

Visual programming environments empower end-users with interactive input and feedback mechanisms that support live and exploratory programming. For creating these environments, language engineers require enabling technology. Language workbenches and meta-programming languages support rapid construction of interpreter back-ends. Game engines are specifically created for rich interactive user experiences and have the potential to augment this technology even further with maintainable front-ends. However, these technologies presently live in separate technological spaces. We aim to automate the creation of visual programming environments by integrating the two. We propose Raven, a meta-framework for rapidly prototyping visual editors that exposes key 2D features of Godot in a programmable user interface. Using Raven's declarative notation, language engineers can concisely express the structure and styling of tree-based editors. We demonstrate our approach by: 1) integrating Raven into the Rascal language workbench; and 2) creating two editors for the live state machine language.

Centrum Wiskunde & Informatica (NL), Amsterdam University of the Arts (NL), University of Amsterdam (NL)
Openalex Percentile: Top 84%
Artificial Intelligence in Games
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Advanced Game Engine Wizardry for Visual Programming Environments — Riemer van Rozen, Elisabeth Kletsko · (2024) | TGRS Research Map | TGRS