基于虚拟节点的虚拟世界中的不间断游戏

Bingqing Shen, J. Guo
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引用次数: 2

摘要

为了提高可伸缩性、可靠性和降低成本,虚拟环境已经从客户端-服务器模型、点对点模型发展到基于虚拟节点的混合模型。当对象驻留在不可靠节点上时,通过复制实现可靠性。一个重要的问题是保持交互中的副本一致性,同时最小化游戏中的交互延迟。我们提出了一个快速状态机复制模型来解决这个问题。除了正确性外,我们的仿真还显示了可实现的高响应性。这项工作也可以应用于增强现实和混合现实系统,在这些系统中,数百名用户在一个共同的平台上与虚拟元素进行交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Uninterruptible Play in Virtual Node-based Virtual Worlds
For scalability, reliability and cost reduction, virtual environment has been evolved from the client-server model, peer-to-peer model, to the virtual node-based hybrid model. When objects are hosted by unreliable nodes, replication is applied for reliability. An important problem is to maintain replica consistency in interaction, while to minimize interaction latency in play. We propose a fast state machine replication model to address this issue. Besides correctness, our simulation shows the achievable high responsiveness. The work can also be applied in augmented and mixed reality systems, where hundreds of users interact with virtual elements on a common platform.
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