2D Game Editor On-line A Cloud Computing Perspective on Game Edition
Abstract
The present article aims to describe the efforts taken in order to create a generic computing solution for the most recurrent problems, usually found in the production of two dimensional, sprite-based videogames, running on mobile platforms. The developed system is a web application that fits within the scope of the recent cloudcomputing paradigm and, therefore, enjoys all of its advantages in terms of accessibility, application maintainability and scalability. In addition to the functional issues, the system is also explained in terms of its software architecture, since it was planned and implemented in the perspective of attaining an easy to maintain application that is both scalable and adaptable. Additionally, an algorithm is also proposed, seeking to find an optimized solution to the problem of space distribution for several rectangular areas, with no overlapping and no dimensional restrictions, neither on the final arrangement nor on the arranged areas.
BibTeX
@inproceedings {10.2312:pt.20101180,
booktitle = {Actas da 4ª Conferência Nacional em Interacção Humano-Computador},
editor = {Mealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatriz},
title = {{2D Game Editor On-line A Cloud Computing Perspective on Game Edition}},
author = {Cardoso, Bruno Miguel and Romão, Teresa},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-153-3},
DOI = {10.2312/pt.20101180}
}
booktitle = {Actas da 4ª Conferência Nacional em Interacção Humano-Computador},
editor = {Mealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatriz},
title = {{2D Game Editor On-line A Cloud Computing Perspective on Game Edition}},
author = {Cardoso, Bruno Miguel and Romão, Teresa},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-153-3},
DOI = {10.2312/pt.20101180}
}