A Survey of P2P Virtual World Infrastructure

Bingqing Shen, J. Guo, Philip Chen
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引用次数: 6

Abstract

With the development of computer science and virtual reality technology, virtual world evolves along the way of computer game development, from arcade games, console system games, LAN games, Internet connectivity games, unstructured games, games with player generation of content, worlds with designer-provided objectives, games with social networks, and open virtual worlds [1]. Traditional server-client structure does not scale well at least in the following three aspects which are limited number of players in each server, single point of failure risk, and unbalanced computation resource. This survey investigates another alternative, peer-to-peer (P2P) virtual world software infrastructure, to address these traditional architectural issues.
P2P虚拟世界基础设施综述
随着计算机科学和虚拟现实技术的发展,虚拟世界沿着计算机游戏发展的道路发展,从街机游戏、主机系统游戏、局域网游戏、互联网连接游戏、非结构化游戏、玩家生成内容的游戏、设计师提供目标的世界、具有社交网络的游戏、开放的虚拟世界[1]。传统的服务器-客户端结构至少在每个服务器上的玩家数量有限、单点故障风险和计算资源不平衡三个方面不能很好地扩展。本调查调查了另一种选择,点对点(P2P)虚拟世界软件基础设施,以解决这些传统的体系结构问题。
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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