The RAGE Component-Based System Architecture Sample Clauses

The RAGE Component-Based System Architecture. Given the nature of the assets’ software as reusable software components, RAGE adopts a component-based software architecture (e.g. Mahmood, Lai, & Xxx, 2007). It addresses both the level of interaction of assets with the outside world and the internal workings of an asset. The purpose of the RAGE asset architecture is to allow for the easy integration of reusable software modules across a multitude of different game engines and platforms. The architecture combines a service-oriented architecture (SOA) using web-services for communication with remote agents via the http protocol (e.g. REST) and a client-side framework for components that are to be fully integrated into the game engine (Xxx xxx Xxxx xx xx., 0000x; Xxx xxx Xxxx xx xx., 0000x). Such a hybrid approach is needed to bypass the limitations of both SOA and client- side solutions. Generally, SOA offers several advantages such as decoupling from implementation details and a high degree of reusability of services. On the downside, SOA may reduce system performance due to frequent network calls and additional overheads, and it offers limited customisation and configuration of services by service consumers. Moreover, the player is supposed to be permanently online, which need not always be the case. The RAGE client architecture relies on a limited set of well-established software patterns and coding practices aimed at decoupling abstraction from its implementation. It avoids dependencies on external software frameworks and minimizes code that may hinder integration with game engine code. However, if client-side assets require extensive processing, remote services may be a better option to avoid poor game performance on the local machine, e.g. reduced frame rate or reduced game responsiveness. Client assets will primarily be developed in C# and JavaScript/TypeScript as to comply with most popular development platforms. Even so, proofs of concept specifically designed within RAGE are available in C++ and Java (Xxx xxx Xxxx xx xx., 0000x). Figure 2 sketches the basic structure of the RAGE architecture (Westera et al., 2016).
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