A Catalogue of Game-Specific Software Nuggets
Vartika Agrahari, Sridhar Chimalakonda

TL;DR
This paper introduces a catalogue of ten game-specific software bad practices, called G-Nuggets, identified through mining and analyzing open-source game repositories to help improve game development quality.
Contribution
The paper presents the first comprehensive catalogue of game-specific software Nuggets, derived from empirical analysis of real-world open-source game projects.
Findings
Identified ten G-Nuggets affecting game software quality.
Developed a methodology using mining and thematic analysis.
Provided examples and an online catalogue for reference.
Abstract
With the ever-increasing use of games, game developers are expected to write efficient code supporting several qualities such as security, maintainability, and performance. However, the continuous need to update the features of games in less duration might compel the developers to use anti-patterns, code smells and quick-fix solutions that may affect the functional and non-functional requirements of the game. These bad practices may lead to technical debt, poor program comprehension, and can cause several issues during software maintenance. Here, in this paper, we introduce "Software Nuggets" as a concept that affects software quality in a negative way and as a superset of anti-patterns, code smells, bugs, software bad practices. We call these Software Nuggets as "G-Nuggets" in the context of games. While there exists empirical research on games, we are not aware of any work on…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsDigital Games and Media · Software Engineering Research · Artificial Intelligence in Games
