ABSTRACT

This chapter shows designers how they can use declarative programming to build their own custom static checkers quickly and easily using a Prolog interpreter that can run inside of Unity3D. The barrier to static checking of assets is economic, not technical. The chapter gives brief introduction to Prolog. Prolog acts as a fancy database. Prolog also allows designers to package a query as predicate. There are a number of places where Prolog programmers have to be aware of the specific search algorithm it uses. It is important to understand the difference between structures and predicates. The fact that code and data structures all use the same notation allows designers to write predicates that effectively take code as arguments. Every game has its own data structures and integrity constraints, but here is a list of common types of problems designers have found useful to search for. Many games make extensive use of strings as identifiers in their data files.