Scaling in Games and Virtual Worlds.
The article discusses Project Darkstar, a distributed infrastructure geared towards the market for online games and virtual-reality applications. Several issues are discussed. Unlike with many other computational environments, in online gaming the client is thick rather than thin. Latency demands a...
| Publicado en: | Communications of the ACM Vol. 51; no. 8; pp. 38 - 45 |
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| Formato: | Artículo |
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Association for Computing Machinery
Aug2008
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| Acceso en línea: | Ver este registro en EBSCOhost |
| Sumario: | The article discusses Project Darkstar, a distributed infrastructure geared towards the market for online games and virtual-reality applications. Several issues are discussed. Unlike with many other computational environments, in online gaming the client is thick rather than thin. Latency demands a sparse communication protocol. The use of several servers in online gaming introduces the need for techniques to apportion the load over them. Multicore chips introduce capabilities and challenges of their own. |
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