Real Time Framework by Tonny
-
Upload
agate-studio -
Category
Small Business & Entrepreneurship
-
view
93 -
download
3
Transcript of Real Time Framework by Tonny
@agatestudio
A Real-Time Framework (MMO)
Tonny
Knight
Agate Studio
2014/06/21 BANDUNG DIGITAL VALLEY Tonny K Agate Studio [email protected]
Developer The University of Muenster, Germany
Publication
“RTF: A Real-Time Framework for Developing Scalable Multiplayer Online Games”, 2007
”From a single-to multi-server online game: a Quake 3 case study using RTF”, 2008
“High-Level Development of Multiserver Online Games”, 2008
The development of large-scale MMOGs* is complex and expensive huge game content
complicated technical architecture
MMOGs must provide mechanisms for advanced
scalability to support an increasing amount of players by using additional resources
High performance is especially important for real-time games
MMOGs: Massively Multiplayer Online Games
Design and realization of scalability mechanisms within online games are challenging and error-prone
socket-based communication and scalable distribution management in traditionally used programming languages (e. g., C++) are complex and code intensive.
object-oriented, C++-based middleware system for developing real-time MMOG
The RTF provides to the developer an easy-to-use interface for abstract description of the game state distribution among multiple servers
Contemporary multiplayer online real-time games implement an endless loop, called real-time loop
Development Tasks
For all transmittable objects like entities, events and messages, the RTF provides an automatic serialization mechanism.
The RTF supports three basic distribution concepts for real-time multiplayer games within a multi-server architecture: zoning instancing replication
The RTF allows the game developer to arbitrarily combine the described three distribution approaches depending on the requirements of a particular game design.
partitions the spatial world into disjoint parts, called zones Clients can move between the zones, but no inter-zone events exist calculations in the zones are completely independent from each other
Used to distribute the computational load by creating multiple copies of highly frequented subareas of the spatial world
some subareas are copied multiple times and assigned to instance servers
Replication uses the assignment of calculations to entities as a distribution criteria
The entities are distributed among all servers
Active entities
Shadow entities
For the movement of players and entities between zones, especially between zones that do not lie next to each other
The RTF supports three types of portals
Dimension sizeAB = Dimension (1, 1, 0); Dimension sizeC = Dimension (0.5 , 0.5 , 0); AbstractPortal & portalA = * new SpaceToPointPortal (Space (4, 2.5 , 0, sizeAB ), Vector (8, 3, 0)); AbstractPortal & portalB = * new SpaceToSpacePortal (Space (10 , 2.5 , 0, sizeAB ), Space (1, 2.5 , 0,sizeAB )); AbstractPortal & portalC = * new BidirectionalPortal (Space (3, 1.5 , 0, sizeC ), Space (3, 2, 0, sizeC ));
Zone A
Zone C
Zone B
Zoning Restrictions
entities and clients must be transferred between the participating servers if they are moved between the zones
no interactions are allowed across zone borders
The RTF allows an inter-zone migration and interaction by creating an overlapping area between two or more adjacent zones.
Supports the publish-subscribe abstraction for interest management that allows the developer to subscribe a client to an entity of the game world
RTF provides a basic Euclidian Distance AoI implementation based on the position of entities