Distribution and partitioning techniques for NVEs: the case of EVE

C. Bouras, E. Giannaka, Alexandros Panagopoulos, T. Tsiatsos
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引用次数: 5

Abstract

The majority of the systems and platforms developed for supporting distributed virtual environments are based on the concept of distribution from the early beginning of their development. In this paper we present the migration to a distributed virtual environment from a traditional client-server architecture. In particular, this paper describes the case of EVE, a networked virtual environment originally aimed to support small-scale applications. EVE started as a standard client-multi server architecture, which could support multiple concurrent virtual worlds with a maximum number of seventeen simultaneous participants in each of these worlds. However, the need to support larger-scale applications revealed that the traditional architecture, upon which EVE was based, is insufficient to meet the needs of these applications, which are large both in the sense of virtual space and graphics and in regard to the number of concurrent participants. This paper discusses the migration of EVE to a distributed platform, which is able to support large-scale networked virtual environments. In particular, the paper describes the modifications realized in the architectural model of the initial platform for supporting effectively large-scale applications. The basic entities of the distributed model are presented, their operations, as well as the interconnection among them. In addition, the paper presents an initial approach of the algorithm that is adopted for the efficient partitioning of the virtual world and the assignment of the clients to the entities and resources of the distributed platform. The approach presented is space-object driven, in the sense that both the actual size of the virtual space along with the number of objects with which the user can interact is taken into account during the partitioning
nve的分布和划分技术:以EVE为例
为支持分布式虚拟环境而开发的大多数系统和平台从开发之初就基于分布的概念。在本文中,我们介绍了从传统的客户机-服务器体系结构向分布式虚拟环境的迁移。特别地,本文描述了EVE的情况,这是一个最初旨在支持小规模应用的网络虚拟环境。《EVE》最初是一个标准的客户端-多服务器架构,它可以支持多个并发虚拟世界,每个虚拟世界中最多有17个同时参与者。然而,支持大规模应用程序的需求表明,EVE所基于的传统架构不足以满足这些应用程序的需求,这些应用程序在虚拟空间和图形的意义上以及并发参与者的数量上都很大。本文讨论了EVE向分布式平台的迁移,该平台能够支持大规模的网络虚拟环境。特别地,本文描述了在初始平台的体系结构模型中实现的修改,以有效地支持大规模应用。给出了分布式模型的基本实体、它们的操作以及它们之间的相互联系。此外,本文还提出了该算法的初始化方法,用于虚拟世界的有效划分和客户端对分布式平台实体和资源的分配。所提出的方法是空间对象驱动的,也就是说,在分区期间要考虑虚拟空间的实际大小以及用户可以与之交互的对象的数量
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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