游戏系统的网络方面

C. Bouras, V. Poulopoulos, Ioannis Sengounis, Vassilis Tsogkas
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引用次数: 8

摘要

随着计算机技术的发展,在网络等方面引入了新的进展,在线游戏成为一种新的趋势。遵循我们时代的趋势,游戏在大IST项目引入了一个创新的平台,在无线局域网上运行交互式,丰富的内容多媒体应用程序。大型游戏项目的愿景是为交互式多媒体提供一种新的系统架构,以增强现有的CE设备,如机顶盒(STB),小屏幕和其他设备,这些设备缺乏CPU能力和图形性能,以提供丰富的用户体验。本文介绍了将在大型游戏项目中实现的创新机制的控制器子系统。更具体地说,它展示了整个系统的一般架构,并重点关注不同客户端的“捕获”和“命令执行”模块以及服务器端命令的远程执行。客户端软件捕获来自不同输入设备的输入,通过无线局域网发送命令,服务器负责接收命令并将其执行到相应的应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Networking Aspects for Gaming Systems
As the evolution of computer technology introduces new advances in networks among others, online gaming becomes a new trend. Following the trends of our era, Games At Large IST Project introduces an innovative platform for running interactive, rich content multimedia applications over a Wireless Local Area Network. Games at Large project's vision is to provide a new system architecture for Interactive Multimedia which will enhance existing CE devices such as, Set Top Boxes (STB), Small Screen and other devices, which are lacking both the CPU power and the graphical performance to provide a rich user experience. This paper presents the controllers' subsystem of the innovative mechanism that will be implemented in the context of Games at Large project. More specifically, it presents the general architecture of the complete system and focuses on the "capturing" and "execution of commands" modules at the different clients and the remote execution of the commands on server side. The client software captures the input from the different input devices, sends the commands over a Wireless Local Area Network and the server is responsible for receiving and executing the commands to the corresponding application.
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