A publish/subscribe network engine testbed for multiplayer games

César Cañas, Kaiwen Zhang, Bettina Kemme, J. Kienzle, H. Jacobsen
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引用次数: 6

Abstract

Massively multiplayer online games have to handle huge amounts of load caused by thousands of concurrent players and require a scalable, low-latency middleware system for their messaging needs. In this demonstration we will showcase the three pub/sub network designs that we developed for our Middleware 2014 paper titled "Publish/Subscribe Network Designs for Multiplayer Games". The demonstration will use the MMOG prototype Mammoth and the PADRES distributed pub/sub system to compare the performance and features of the network engines in real-time.
多人游戏的发布/订阅网络引擎测试平台
大型多人在线游戏必须处理由数千名并发玩家引起的大量负载,并且需要可扩展的低延迟中间件系统来满足其消息传递需求。在这个演示中,我们将展示我们为中间件2014论文“多人游戏的发布/订阅网络设计”开发的三个发布/订阅网络设计。演示将使用MMOG原型Mammoth和PADRES分布式发布/子系统来实时比较网络引擎的性能和特性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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