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Nebula Nebula Entertains By Uniting Latent Adventurers Doug Winters && Robert Ricci && Chris Goller && Chad Barb
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Background Games concerned with: –Optimized network performance –Geometric, object-based systems Limitations of current systems –Processing –Network demands
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Basics of Single-Player Model Distinction of –Gameplay engine –Graphics engine Types of state –Geometric –Visual –Internal
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Client/Server Model Game engine resides on server Client concerned only with graphics engine Different needs for different message types –Fast, unreliable messages –Reliable, less time-critical, messages
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Cluster-Based Servers Greater Scalability - more processing power Effective Bandwidth Usage Zoning - Division of workload –World divided into many small zones –Zones can be moved between servers Client Migration Failure
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Proposed Tests Performance bounding –Server to server –Server to client Server failure scenarios –Watch secondary failure –Zone transfer
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