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    2D Game Editor On-line A Cloud Computing Perspective on Game Edition

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    Date
    2021
    Author
    Cardoso, Bruno Miguel
    Romão, Teresa
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    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}
    }
    URI
    https://doi.org/10.2312/pt.20101180
    https://diglib.eg.org:443/handle/10.2312/pt20101180
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    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA