{"title":"Distribution of a world space for real-time 3D applications","authors":"David A. Heitbrink, S. Makki","doi":"10.1109/CCGRID.2006.35","DOIUrl":null,"url":null,"abstract":"Due to limited resources, a single game server used in video game/simulation applications can host a limited number of clients in a single world space. In recent years, distributed systems have been used to reduce this limitation. Most of these recent systems do not enable interconnectivity between the game servers over the Internet. We propose an architecture that will enable server interconnectivity over the Internet. Our proposed scheme assigns segments of the simulation's world space to different servers. This scheme is seamless and transparent to the end users. The proposed scheme was tested on a popular open-source video game. To evaluate our system, the communication between the clients and the server side was monitored. A decline in the bandwidth usage on a per server basis was observed, suggesting that our system could effectively distribute a video game server.","PeriodicalId":419226,"journal":{"name":"Sixth IEEE International Symposium on Cluster Computing and the Grid (CCGRID'06)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sixth IEEE International Symposium on Cluster Computing and the Grid (CCGRID'06)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CCGRID.2006.35","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Due to limited resources, a single game server used in video game/simulation applications can host a limited number of clients in a single world space. In recent years, distributed systems have been used to reduce this limitation. Most of these recent systems do not enable interconnectivity between the game servers over the Internet. We propose an architecture that will enable server interconnectivity over the Internet. Our proposed scheme assigns segments of the simulation's world space to different servers. This scheme is seamless and transparent to the end users. The proposed scheme was tested on a popular open-source video game. To evaluate our system, the communication between the clients and the server side was monitored. A decline in the bandwidth usage on a per server basis was observed, suggesting that our system could effectively distribute a video game server.