Comparing software product lines and Clone and Own for game software engineering under two paradigms: Model-driven development and code-driven development

Game developers often face more challenges when reusing code compared to non-game developers, and Software Product Lines (SPLs) have been successful in addressing this issue. In this study, we compare different approaches to code reuse in Classic Software Engineering (CSE) and Game Software Engineer...

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Bibliographic Details
Published in:The Journal of systems and software Vol. 205; p. 111824
Main Authors: Chueca, Jorge, Trasobares, Jose Ignacio, Domingo, África, Arcega, Lorena, Cetina, Carlos, Font, Jaime
Format: Journal Article
Language:English
Published: Elsevier Inc 01.11.2023
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ISSN:0164-1212, 1873-1228
Online Access:Get full text
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Summary:Game developers often face more challenges when reusing code compared to non-game developers, and Software Product Lines (SPLs) have been successful in addressing this issue. In this study, we compare different approaches to code reuse in Classic Software Engineering (CSE) and Game Software Engineering (GSE) through a commercial video game called Kromaia. We specifically focus on two development paradigms: Model-Driven Development (MDD) and Code-Driven Development (CDD). We conduct an empirical evaluation where subjects develop game elements using two approaches: Clone and Own (CaO) and SPLs. The results show that game elements developed using SPLs are more correct (over 23%) than those developed with CaO in both MDD and CDD paradigms. In CDD, there are significant improvements in efficiency (51%) and satisfaction (13%) when using SPLs compared to CaO. However, no improvements are observed when working under MDD. The impact of using SPLs or CaO is greater in CDD than in MDD for game developers. Our findings suggest that SPLs in GSE may have a different role compared to their traditional role in CSE. Specifically, SPLs can be valuable in balancing game difficulty or generating new video game content, such as the one present in the bosses of the game. •The use of Software Product Lines over Clone and Own in Game Software Engineering.•Approaches to reuse code in GSE through an Industry-scale video game.•SPLs are valuable in balancing game difficulty or generating new video game content.
ISSN:0164-1212
1873-1228
DOI:10.1016/j.jss.2023.111824