Dynamic Schema Content Server for Automated Game Object Generation
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Solution Overview
Problem
The development of new game objects for gaming platforms is a time-consuming process that involves significant human intervention and lengthy iterations, leading to delays in game development and resource inefficiencies.
Innovation Solution
A system where game developers can submit human-readable XML input documents to automatically generate new objects on a networked content server, converting them into type graphs and SQL statements to create the objects, and generate corresponding APIs, reducing the need for manual intervention and accelerating the development process.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual generation of new game objects is performed by gaming platform manufacturer, then object generation accuracy and API compatibility are ensured, but development time and human resource consumption increase significantly
Solution Approach 1:
The system enables self-service automated generation of game objects and APIs from developer-provided descriptions. The automated object generation system processes object descriptions, generates corresponding objects, and creates compatible APIs without requiring manual intervention from platform manufacturer employees, thus reducing development time while maintaining generation accuracy through structured processing rules.
Solution Approach 2:
The manual mechanical process of object generation and API creation is replaced with an automated computational system. The system uses structured object descriptions as input and automatically generates the corresponding game objects and APIs through programmed processes, substituting human manual work with automated software that maintains consistency and accuracy.
2Manufacturing precision
If iterative development process is used to refine new objects, then object quality and developer satisfaction improve, but time to market for new games increases
Solution Approach 1:
The system performs preliminary automated generation of objects and APIs based on developer descriptions before formal SDK release. Developers can access and test generated objects during the development cycle, allowing for quality refinement through testing and feedback while maintaining accelerated timelines. The automated system prepares objects in advance, reducing the need for lengthy iterative manual revisions.
Solution Approach 2:
The system incorporates feedback mechanisms where developers can test generated objects and provide input for improvements. The automated object generation system allows developers to access generated objects early, test them in their game development context, and request modifications, creating a feedback loop that improves object quality without requiring traditional lengthy iterative manual processes.
3Productivity
If automated object generation is implemented, then development efficiency and time to market improve, but system complexity and automation extent increase
Solution Approach 1:
The system uses structured object descriptions as an intermediary between developer intent and automated generation. Developers provide high-level object descriptions in a standardized format, and the automated system uses these descriptions as intermediate representations to generate the actual game objects and APIs. This intermediary structure simplifies the automation process by providing a clear, structured input format that the system can process reliably.
Solution Approach 2:
The automated object generation system is segmented into distinct functional components: object description processing, object generation, API generation, and SDK assembly. Each component handles a specific aspect of the generation process, making the overall complex system manageable through modular design. This segmentation allows the system to achieve high automation while maintaining organized, maintainable architecture.
4Productivity
If human intervention is removed from object generation, then resource utilization and speed improve, but adaptability and handling of edge cases may worsen
Solution Approach 1:
The system uses parameter-based object descriptions that allow flexible configuration of game objects through standardized attributes and properties. By changing parameters in the object description, developers can define various object types and configurations without requiring manual intervention. The automated system processes these parameter variations systematically, maintaining resource efficiency while handling diverse object requirements through structured parameter management.
Data Source
AI summary
A method to develop a game using a networked content server includes an efficient method to add or modify a new object into the game environment. The method includes the generation of an XML input file describing the new object. The XML new object definition file is uploaded from a game developer client device to a content server. The content server automatically examines the XML input file and converts the definition file to an object type graph and then into a set of SQL instructions as well as a set of web methods. The content server automatically executes the SQL instructions to enter the new object into a database. Web methods corresponding to the new object and are provided to the client device for access to the new object. The game developer thus has nearly immediate access to the new object.


