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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Detalles Bibliográficos
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
Descripción
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.