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Use Cases and Game Development

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You can fold use-cases into any scenario in which one entity provides a service to another.

I''m not convienced that the typical use-case based development would work well. I think more difficulty arises with the interaction of various scenarios with a real-time simulation than the typical data-processing software. It would be useful to have a set of use-cases that deliniated these interactions, but merely having all the use-cases documented will not lead you to a design that will work. Often this is the case - most use-cases are orthogonal, so to speak, and a design decision made to affect one use-case will not break another use-case.

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Personally I didn''t find them very useful at all. I think there''s a post on "UML In Game Development" by Khawk buried a few months back on this forum where I explained a few of my findings with regards to UML in games.

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I find that they''re useful depending on how you use them and if your development process supports them. You can build interaction/sequence diagrams off use cases, define packages and classes, and build activity diagrams - all of which help in the analysis and design of the system.


Kevin "Khawk" Hawkins
CEO and News Director, GameDev.net
Software Engineer, Raydon Corporation
Author, OpenGL Game Programming
Developer Diary

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I am already use Use Case in Object Oriented Development Process for Game Development.

and I am Korean.

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As part of my Software Development Diploma course this year
(i just finished my 1st year), we had to study use-case diagrams etc, and my teacher had experience with graphics engines etc. Use-cases can be very helpful, as long as you use them for the right ''events''. They are most helpful only in getting a point across to other programmers though.

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