Advanced Game Engine Wizardry for Visual Programming Environments
Visual programming environments empower end-users with interactive input and feedback mechanisms that support live and exploratory programming. For creating these environments, language engineers require enabling technology. Language workbenches and meta-programming languages support rapid construction of interpreter back-ends. Game engines are specifically created for rich interactive user experiences and have the potential to augment this technology even further with maintainable front-ends. However, these technologies presently live in separate technological spaces.
We aim to automate the creation of visual programming environments by integrating the two. We propose Raven, a meta-framework for rapidly prototyping visual editors that exposes key 2D features of Godot in a programmable user interface. Using Raven’s declarative notation, language engineers can concisely express the structure and styling of tree-based editors. We demonstrate our approach by: 1) integrating Raven into the Rascal language workbench, and 2) creating two editors for the live state machine language.
Tue 22 OctDisplayed time zone: Pacific Time (US & Canada) change
09:00 - 10:30 | |||
09:00 60mKeynote | The Act of Programming in Collaborative Spaces PAINT Yoshiki Ohshima Croquet Corporation, Shizuoka University | ||
10:00 30mTalk | Advanced Game Engine Wizardry for Visual Programming Environments PAINT DOI Pre-print |