Smart composition of game objects using dependency injection

Author:

Passos Erick B.1,Sousa Jonhnny Weslley S.2,Clua Esteban Walter Gonzales1,Montenegro Anselmo1,Murta Leonardo3

Affiliation:

1. UFF - Media Lab

2. LCD - UFCG

3. UFF

Abstract

Most game engines are based on inheritance of game objects and/or componentization of behaviors. While this approach enables clear visualization of the system architecture, good code reuse, and fast prototyping, it brings some issues, mostly related to the high dependency between game objects/components instances. This dependency often leads to static casts and null pointer references that are difficult to debug. In this article we propose the use of the dependency injection design pattern to safely initialize game objects and lessen the programmer's role in handling these issues both during the prototyping and production phases. Since these dependencies are attributes of game objects and the injection occurs only at the initialization pass, there is no performance penalty at the game loop.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Science Applications

Reference19 articles.

1. Billas S. 2002. A data-driven game object system. Talk at the '02 Game Developers Conference. Billas S. 2002. A data-driven game object system. Talk at the '02 Game Developers Conference.

2. Billas S. 2007. Optimizing the development pipeline - Tools technology process. Lecture at the CGA Casual Connect Europe: West 2007. Billas S. 2007. Optimizing the development pipeline - Tools technology process. Lecture at the CGA Casual Connect Europe: West 2007.

3. CryTek. 2008. Cryengine Sandbox 2 Manual. http://doc.crymod.com/SandboxManual/. CryTek. 2008. Cryengine Sandbox 2 Manual. http://doc.crymod.com/SandboxManual/.

4. Parallel processing between GPU and CPU: Concepts in a game architecture

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