Distribution of a world space for real-time 3D applications

David A. Heitbrink, S. Makki
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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.
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实时3D应用的世界空间分布
由于资源有限,用于视频游戏/模拟应用程序的单个游戏服务器只能在单个世界空间中托管有限数量的客户端。近年来,分布式系统被用来减少这种限制。大多数这些最新的系统不支持游戏服务器之间通过互联网的互连性。我们提出了一种架构,使服务器能够通过Internet互连。我们提出的方案将模拟世界空间的片段分配给不同的服务器。该方案对最终用户来说是无缝和透明的。该方案在一款流行的开源视频游戏上进行了测试。为了评估我们的系统,监控了客户端和服务器端之间的通信。我们观察到每个服务器的带宽使用量有所下降,这表明我们的系统可以有效地分配一个视频游戏服务器。
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