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High-Level Development of Multiserver Online Games

机译:多服务器在线游戏的高级开发

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Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF) middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.
机译:支持高用户数量的多人在线游戏必须提供通过使用其他资源来支持不断增长的玩家数量的机制。本文对经过实践证明的多服务器分发机制,分区,实例化和复制以及它们所隐含的游戏开发人员的任务进行了全面分析。我们提出了一种新颖的高级开发方法,该方法将三种分发机制无缝集成在当今的在线游戏中。作为这种高级方法的可能基础,我们描述了实时框架(RTF)中间件系统,该系统将开发人员从低级任务中解放出来,并使开发人员可以停留在较高的设计抽象水平上。我们将说明RTF如何支持单服务器在线游戏的实现,以及RTF如何在开发过程中允许将三种多服务器分发机制合并在一起。最后,我们简要介绍RTF如何在具有动态资源分配方案的网格环境中为在线游戏提供可管理性和维护功能。

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