Programming in Practice – Games Development
| dc.contributor.author | Postół, Mariusz | |
| dc.date.accessioned | 2025-12-16T19:14:09Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | This paper explores the intersection of software engineering and game development, emphasizing the role of algorithmic thinking, multidisciplinary collaboration and lifecycle management in creating robust, interactive entertainment systems. It begins by framing software development as a structured process involving design, implementation, deployment and post-launch support, with particular attention to feedback loops, monetization strategies and diagnostics. The game development lifecycle is then examined as a specialized yet representative domain of commercial software engineering, highlighting the importance of algorithm selection, asset integration and prompt responsiveness. The discussion underscores the unique challenges posed by multi-platform deployment, networking and user experience optimization, while also drawing parallels to broader software engineering principles. The paper advocates for a unified view of program and software engineering, proposing that games serve as exemplary models for educational and research purposes. It introduces hypotheses regarding the evolution of programming paradigms, including sequential, concurrent, real-time and distributed programming, and stresses the need for adaptable frameworks and language constructs. Object-oriented programming is presented as a natural approach to modelling information and managing complexity, with emphasis on type systems and runtime object graphs. Ultimately, the paper positions game development as both a practical and pedagogical context for advancing software engineering methodologies, offering insights into algorithm documentation, implementation and the transformation of abstract knowledge into executable code. | |
| dc.identifier.doi | 10.34658/9788367934886.w7.1.533-588 | |
| dc.identifier.uri | http://hdl.handle.net/11652/5786 | |
| dc.identifier.uri | https://doi.org/10.34658/9788367934886.w7.1.533-588 | |
| dc.publisher | Wydawnictwo Politechniki Łódzkiej | |
| dc.publisher | Lodz University of Technology Press | en_EN |
| dc.publisher | Wydawnictwo Politechniki ��dzkiej | pl_PL |
| dc.rights | Fair use condition | en_EN |
| dc.rights | Dla wszystkich w zakresie dozwolonego użytku | pl_PL |
| dc.rights.license | LUT License | en_EN |
| dc.rights.license | Licencja PŁ | pl_PL |
| dc.subject | Game Development Lifecycle | |
| dc.subject | Algorithm Implementation | |
| dc.subject | Software Engineering | |
| dc.subject | Object-Oriented Programming (OOP) | |
| dc.subject | Real-Time and Distributed Systems | |
| dc.subject | Multidisciplinary Collaboration | |
| dc.subject | Program Engineering Paradigms | |
| dc.title | Programming in Practice – Games Development | |
| dc.type | TUL monograph - chapter | en_EN |
| dc.type | monografia PŁ - rozdział | pl_PL |