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...

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Publicado en:Communications of the ACM Vol. 51; no. 8; pp. 38 - 45
Autor principal: Waldo, Jim
Formato: Artículo
Publicado: Association for Computing Machinery Aug2008
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        Distributed computing
        Massively multiplayer online role-playing games
        Microprocessors
        Virtual reality
        Computer network architectures
        Client/server computing
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          Distributed computing
          Massively multiplayer online role-playing games
          Microprocessors
          Virtual reality
          Computer network architectures
          Client/server computing
      ab: 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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    language: English
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