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A communicaton system for Massive Multiplayer Online Game

机译:大型多人在线游戏的通信系统

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The existing client-server architecture has certain limitations to support a large volume of users in the virtual environment. To broadcast all data to all users, the network traffic becomes very high when the number of users increased. Therefore, it takes longer time for data to transmit between clients and server and the performance of server decreased. In this project, a new approach based on interest management is proposed to solve the problems. A client-server communication system is developed based on interest management concept, region-based filtering, which enables scalability and reduces the amount of data communication. The system divides the game world into different regions. The players will be grouped based on the region. The system only broadcast the data to the players within the same group. The experiment results have demonstrated the effectiveness of the proposed approach.
机译:现有的客户端 - 服务器架构具有一定的限制,以支持虚拟环境中的大量用户。要将所有数据广播到所有用户,当用户数量增加时,网络流量变得非常高。因此,在客户端和服务器之间传输需要更长时间的数据,并且服务器的性能减少。在该项目中,提出了一种基于利息管理的新方法来解决问题。基于利息管理概念,基于区域的过滤,开发了客户端 - 服务器通信系统,这实现了可伸缩性并降低了数据通信量。该系统将游戏世界划分为不同的地区。球员将根据该地区分组。该系统仅将数据广播到同一组内的播放器。实验结果表明了所提出的方法的有效性。

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