By Cooper, Kendra M. L.; Scacchi, Walt
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Extra resources for Computer games and software engineering
The architectural challenges include defining solutions that support full distribution (no central server) and long-range play (seamless integration with networks when they are available). The design challenges include the need to allow coherent game behavior to be implemented at the top of a fully distributed architecture, subject to sporadic device communication. A collection of design issues falls under this distributed joint state problem: when devices have been out of communication, they need to resynchronize in a rapid and fair way when they reestablish a connection.
And Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, MA. Samuel, A. (1960). Programming computers to play games. In Alt, F. ), Advances in Computers, vol. 1, pp. 165–192. Academic Press, New York. Scacchi, W. (2004). Free/open source software development practices in the game community. IEEE Software, 21(1), 59–67. Scacchi, W. (2010). Computer game mods, modders, modding, and the mod scene. First Monday, 15(5). php/fm/article/ view/2965/2526. Schell, J. (2008).
2 presents articles where game development is used for promoting or teaching CS courses in middle and high schools. The articles reporting from middle- and high-school experiences mainly focus on how to motivate for CS using a visual programming environment to create games. All articles but one focused on programming. Interestingly, the nonprogramming article gave an example of how parallel computing can be introduced to high-school students through games and game software. Parallel computing is a challenging and difficult topic, but through examples from games the students were able to learn and engage in the topic.