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Presented By: Emiliano Miranda
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Goals Motivate database community to contribute to gaming Spread use of database technology beyond traditional approaches Provide another channel boosting interest in computer science
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Why Research for Games? Almost everybody knows somebody who plays games! Video game sales totaled to about $10.5 in 2009 Developments here can possibly be applied to other fields The more people that use database technology the better!
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Game Architecture Depends on game Data-Driven Authors classify game architecture by network connection May not be perfect, but probably reasonable Types Non-networked Non-persistent Persistent
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Architecture - Game Loop Fairly universal Speed loop usually measured in Frames Per Second (FPS) Authors describe three main phases in loop Querying state of world Updating state of world Drawing new state of world
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Research Areas Refining database engines for games Query processing Indexing New languages Adaptation of game algorithms Steering is a challenge Set-At-A-Time Processing Consistency for Multiplayer Games Non-persistent and persistent games have different approaches
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Questions? Why is the query-update model of the simulation engine an appropriate candidate for the application of database technology?
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