Reducing Development Overheads with a Generic and Model-Centric Architecture for Online Games

Sebastian Apel
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Abstract

The development of an online game requires not only the content, visual and auditory design but also a considerable amount of effort for planning, creating and operating the infrastructure for exchanging information between players and backend. Within the context of building an own browser-based massively multiplayer online game, questions like how information of this kind can be exchanged arise. Within this paper, various strategies were planned, developed and evaluated to provide the helpful basis for a platform decision. These strategies do not feel very “game-like”. As a result of this, we created an alternative approach as a runtime environment for games of this kind, which has to simplify the conventional strategies for making games: our GameEngine. This environment combines code generation for clients, automated data transformation, platform independent remote procedure calls and lifecycle management for entities. This paper targets to outline the different strategies for game realisation, and analyses the efforts in comparison to our approach in various applications. Proprietary TCP-based approaches are taken into account, as well as standardised web technologies and currently available runtime environments for game development. All approaches indicated a significant increase in effort for the implementation of various examples. An additional effort that can be nearly avoided, and is achieved with our approach.
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使用通用和以模型为中心的在线游戏架构减少开发开销
在线游戏的开发不仅需要内容、视觉和听觉设计,还需要大量的精力来规划、创建和操作用于在玩家和后端之间交换信息的基础设施。在构建自己的基于浏览器的大型多人在线游戏的背景下,诸如如何交换此类信息之类的问题就出现了。在本文中,我们计划、开发和评估了各种策略,为平台决策提供了有用的基础。这些策略感觉不太像“游戏”。因此,我们创造了另一种方法作为这类游戏的运行环境,它能够简化传统的游戏制作策略:我们的GameEngine。该环境结合了客户端的代码生成、自动数据转换、独立于平台的远程过程调用和实体的生命周期管理。本文旨在概述游戏实现的不同策略,并与我们在各种应用中的方法进行比较分析。考虑到基于专有tcp的方法,以及标准化的web技术和当前可用的游戏开发运行时环境。所有的方法都表明,在执行各种实例方面的努力大大增加。这一额外的努力几乎可以避免,并通过我们的方法实现。
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