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The next mainstream programming language: a game developer's perspective

Published: 11 January 2006 Publication History

Abstract

Game developers have long been early adopters of new technologies. This is so because we are largely unburdened by legacy code: With each new hardware generation, we are free to rethink our software assumptions and develop new products using new tools and even new programming languages. As a result, games are fertile ground for applying academic advances in these areas.And never has our industry been in need of such advances as it is now! The scale and scope of game development has increased more than ten-fold over the past ten years, yet the underlying limitations of the mainstream C/C++/Java/C# language family remain largely unaddressed.The talk begins with a high-level presentation of the game developer's world: the kinds of algorithms we employ on modern CPUs and GPUs, the difficulties of componentization and concurrency, and the challenges of writing very complex software with real-time performance requirements.The talk then outlines the ways that future programming languages could help us write better code, providing examples derived from experience writing games and software frameworks that support games. The major areas covered are abstraction facilities -- how we can use them to develop more extensible frameworks and components; practical opportunities for employing stronger typing to reduce run-time failures; and the need for pervasive concurrency support, both implicit and explicit, to effectively exploit the several forms of parallelism present in games and graphics.

Cited By

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  • (2014)A Data-Driven Entity-Component Approach to Develop Universally Accessible GamesUniversal Access in Human-Computer Interaction. Universal Access to Information and Knowledge10.1007/978-3-319-07440-5_49(537-548)Online publication date: 2014
  • (2013)A DSL for describing the artificial intelligence in real-time video gamesProceedings of the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change10.5555/2662593.2662595(8-14)Online publication date: 18-May-2013
  • (2013)A DSL for describing the artificial intelligence in real-time video games2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)10.1109/GAS.2013.6632583(8-14)Online publication date: May-2013
  • Show More Cited By

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Published In

cover image ACM Conferences
POPL '06: Conference record of the 33rd ACM SIGPLAN-SIGACT symposium on Principles of programming languages
January 2006
432 pages
ISBN:1595930272
DOI:10.1145/1111037
  • cover image ACM SIGPLAN Notices
    ACM SIGPLAN Notices  Volume 41, Issue 1
    Proceedings of the 2006 POPL Conference
    January 2006
    421 pages
    ISSN:0362-1340
    EISSN:1558-1160
    DOI:10.1145/1111320
    Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 January 2006

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Overall Acceptance Rate 860 of 4,328 submissions, 20%

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Cited By

View all
  • (2014)A Data-Driven Entity-Component Approach to Develop Universally Accessible GamesUniversal Access in Human-Computer Interaction. Universal Access to Information and Knowledge10.1007/978-3-319-07440-5_49(537-548)Online publication date: 2014
  • (2013)A DSL for describing the artificial intelligence in real-time video gamesProceedings of the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change10.5555/2662593.2662595(8-14)Online publication date: 18-May-2013
  • (2013)A DSL for describing the artificial intelligence in real-time video games2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)10.1109/GAS.2013.6632583(8-14)Online publication date: May-2013
  • (2011)Parallelizing a real-time physics engine using transactional memoryProceedings of the 17th international conference on Parallel processing - Volume Part II10.5555/2033408.2033431(206-223)Online publication date: 29-Aug-2011
  • (2011)SAGA: A DSL for Story ManagementElectronic Proceedings in Theoretical Computer Science10.4204/EPTCS.66.366(48-67)Online publication date: 1-Sep-2011
  • (2011)Explicit domain modelling in video gamesProceedings of the 6th International Conference on Foundations of Digital Games10.1145/2159365.2159379(99-106)Online publication date: 29-Jun-2011
  • (2011)Enriching 3-D Video Games on MulticoresProceedings of the 2011 IEEE International Parallel & Distributed Processing Symposium10.1109/IPDPS.2011.26(176-187)Online publication date: 16-May-2011
  • (2011)Parallelizing a Real-Time Physics Engine Using Transactional MemoryEuro-Par 2011 Parallel Processing10.1007/978-3-642-23397-5_20(206-223)Online publication date: 2011
  • (2010)Smart composition of game objects using dependency injectionComputers in Entertainment10.1145/1658866.16588727:4(1-15)Online publication date: 1-Jan-2010
  • (2009)An evaluation of checkpoint recovery for massively multiplayer online gamesProceedings of the VLDB Endowment10.14778/1687627.16877692:1(1258-1269)Online publication date: 1-Aug-2009
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