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dc.contributor.authorKrebs, Eva
dc.contributor.authorMattis, Toni
dc.contributor.authorD?rbandt, Marius
dc.contributor.authorSchulz, Oliver
dc.contributor.authorRinard, Martin C.
dc.contributor.authorHirschfeld, Robert
dc.date.accessioned2024-08-05T17:11:30Z
dc.date.available2024-08-05T17:11:30Z
dc.date.issued2024-03-11
dc.identifier.isbn979-8-4007-0634-9
dc.identifier.urihttps://hdl.handle.net/1721.1/155935
dc.description‹Programming›Companion ’24, March 11–15, 2024, Lund, Swedenen_US
dc.description.abstractIn game development, there are several ways to debug and inspect systems. These include very specialized and often visual tools, e.g. an on-demand collision box visualization. More general software engineering tools are often also available, e.g. "printf" debugging. However, default tools found in game engines are often either very specialized (like the collision box tool) or more general, but less domain-specific and spatially distant (like "printf" debugging). Thus, we wanted to create a new tool that is as universal and easy to use as "printf" debugging but supports domain-specific representations and has the possibility to be integrated closer to the actual code parts or game elements that are involved. There are pre-existing programming environments similar to our goal: Babylonian Programming systems aim to enable developers to interact with concrete information directly in the code itself. In this paper, we introduce the resulting toolset: Babylonian/G, a Babylonian-inspired plug-in for the Godot game engine. This includes a new way of thinking about Babylonian examples in a game context, in-application probes, and the possibility of adding user input to examples.en_US
dc.publisherACM|Companion Proceedings of the 8th International Conference on the Art, Science, and Engineering of Programmingen_US
dc.relation.isversionof10.1145/3660829.3660847en_US
dc.rightsCreative Commons Attributionen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceAssociation for Computing Machineryen_US
dc.titleImplementing Babylonian/G by Putting Examples into Game Contextsen_US
dc.typeArticleen_US
dc.identifier.citationKrebs, Eva, Mattis, Toni, D?rbandt, Marius, Schulz, Oliver, Rinard, Martin C. et al. 2024. "Implementing Babylonian/G by Putting Examples into Game Contexts."
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
dc.identifier.mitlicensePUBLISHER_CC
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dc.date.updated2024-08-01T07:50:29Z
dc.language.rfc3066en
dc.rights.holderThe author(s)
dspace.date.submission2024-08-01T07:50:29Z
mit.licensePUBLISHER_CC
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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