After a few years in the making, I’m happy to announce that the official Beta release of PhyDSL is available for download. PhyDSL is a game engine and game authoring environment for mobile 2D physics-based games. PhyDSL consists of a textual domain-specific language for gameplay design, and a generation engine capable of taking high-level gameplay specifications and translating them into executable code for Android devices. PhyDSL has been developed by Victor Guana in the University of Alberta at the Service Systems Research Group, and it is a successful case study on building complex software systems using model-driven engineering technologies.

The most recent release of PhyDSL includes complex camera behaviors, flexible on screen controls, and optimized memory management for large game worlds. PhyDSL is built on top of the Box2D physics engine with a flexible Java/Android architecture. PhyDSL is comprised by two main components: a self-contained code generator built-in ATL and Acceleo model-transformation technologies, and an Eclipse plug-in that enables developers to specify gameplay designs using a textual syntax delectated editor built using XText.

PhyDSL provides a high-level domain-specific language that can be used to capture gameplay specifications, and it is aligned with the semantics of gameplay modeling. PhyDSL enables developers to quickly prototype gameplay designs in order to gain timely insights about their “look and feel” and general gameplay mechanics. For download and tutorials Visit the PhyDSL official website https://guana.github.io/phydsl/ 

Read more about our previous work on PhyDSL hereGameplay examples of  titles generated using PhyDSL can be found below!

Alien Miner – PhyDSL 2015 – Platformer Test 

PhyDSL-2 now supports static-scene and scrolled-scene camera behaviors; on-screen controls like directional pads and action buttons can be included; actor disappearance behaviors can be also modelled.


Winter Whack-a-Mole PhyDSL 2014 – Reaction Time Game 

The generated codebases of games created with PhyDSL are accessible to experienced developers, so they can be manually extended or refined. For example, our generated Winter Whack-a-Mole game has been manually modified to collect player cancellation patterns, target location latency, hitting pressure, among many other metrics, to support medical professionals in the utilization of serious games for rehabilitation of conditions suffered after brain injuries.

Source: V.G. – RSS