Implementing Babylonian/G by Putting Examples into Game Contexts

‹Programming›Companion ’24, March 11–15, 2024, Lund, Sweden

Bibliographic Details
Main Authors: Krebs, Eva, Mattis, Toni, D?rbandt, Marius, Schulz, Oliver, Rinard, Martin C., Hirschfeld, Robert
Other Authors: Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
Format: Article
Language:English
Published: ACM|Companion Proceedings of the 8th International Conference on the Art, Science, and Engineering of Programming 2024
Online Access:https://hdl.handle.net/1721.1/155935
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author Krebs, Eva
Mattis, Toni
D?rbandt, Marius
Schulz, Oliver
Rinard, Martin C.
Hirschfeld, Robert
author2 Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
author_facet Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
Krebs, Eva
Mattis, Toni
D?rbandt, Marius
Schulz, Oliver
Rinard, Martin C.
Hirschfeld, Robert
author_sort Krebs, Eva
collection MIT
description ‹Programming›Companion ’24, March 11–15, 2024, Lund, Sweden
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institution Massachusetts Institute of Technology
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last_indexed 2025-02-19T04:25:41Z
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spelling mit-1721.1/1559352025-01-03T04:13:02Z Implementing Babylonian/G by Putting Examples into Game Contexts Krebs, Eva Mattis, Toni D?rbandt, Marius Schulz, Oliver Rinard, Martin C. Hirschfeld, Robert Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory ‹Programming›Companion ’24, March 11–15, 2024, Lund, Sweden In 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. 2024-08-05T17:11:30Z 2024-08-05T17:11:30Z 2024-03-11 2024-08-01T07:50:29Z Article http://purl.org/eprint/type/ConferencePaper 979-8-4007-0634-9 https://hdl.handle.net/1721.1/155935 Krebs, Eva, Mattis, Toni, D?rbandt, Marius, Schulz, Oliver, Rinard, Martin C. et al. 2024. "Implementing Babylonian/G by Putting Examples into Game Contexts." PUBLISHER_CC en 10.1145/3660829.3660847 Creative Commons Attribution https://creativecommons.org/licenses/by/4.0/ The author(s) application/pdf ACM|Companion Proceedings of the 8th International Conference on the Art, Science, and Engineering of Programming Association for Computing Machinery
spellingShingle Krebs, Eva
Mattis, Toni
D?rbandt, Marius
Schulz, Oliver
Rinard, Martin C.
Hirschfeld, Robert
Implementing Babylonian/G by Putting Examples into Game Contexts
title Implementing Babylonian/G by Putting Examples into Game Contexts
title_full Implementing Babylonian/G by Putting Examples into Game Contexts
title_fullStr Implementing Babylonian/G by Putting Examples into Game Contexts
title_full_unstemmed Implementing Babylonian/G by Putting Examples into Game Contexts
title_short Implementing Babylonian/G by Putting Examples into Game Contexts
title_sort implementing babylonian g by putting examples into game contexts
url https://hdl.handle.net/1721.1/155935
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