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Designing Multiplayer Online Games Using the Real-Time Framework

Designing Multiplayer Online Games Using the Real-Time Framework

Sergei Gorlatch, Frank Glinka, Alexander Ploss, Dominik Meiländer
ISBN13: 9781466616349|ISBN10: 1466616342|EISBN13: 9781466616356
DOI: 10.4018/978-1-4666-1634-9.ch012
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MLA

Gorlatch, Sergei, et al. "Designing Multiplayer Online Games Using the Real-Time Framework." Algorithmic and Architectural Gaming Design: Implementation and Development, edited by Ashok Kumar, et al., IGI Global, 2012, pp. 290-321. https://doi.org/10.4018/978-1-4666-1634-9.ch012

APA

Gorlatch, S., Glinka, F., Ploss, A., & Meiländer, D. (2012). Designing Multiplayer Online Games Using the Real-Time Framework. In A. Kumar, J. Etheredge, & A. Boudreaux (Eds.), Algorithmic and Architectural Gaming Design: Implementation and Development (pp. 290-321). IGI Global. https://doi.org/10.4018/978-1-4666-1634-9.ch012

Chicago

Gorlatch, Sergei, et al. "Designing Multiplayer Online Games Using the Real-Time Framework." In Algorithmic and Architectural Gaming Design: Implementation and Development, edited by Ashok Kumar, Jim Etheredge, and Aaron Boudreaux, 290-321. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-1634-9.ch012

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Abstract

This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suits a wide spectrum of online games including Massively Multiplayer Online Games (MMOG) and First-Person Shooters (FPS). The authors address major design issues like data structures and Area of Interest (AoI), with a special focus on the scalability of games implemented on multiple servers, including distribution of the game state, inter-server communication, object serialization and migration, etc. The chapter illustrates the approach with two case studies: the design of a new multi-player online game and bringing the single-server commercial game Quake 3 to multiple servers in order to increase the number of simultaneous players. The authors show the place of their approach in the taxonomy of game development approaches, and they report experimental results on the performance of games developed using RTF.

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