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A Comparison of Technologies for Developing Web-Based Online Multiplayer Games

机译:基于Web的在线多人游戏开发技术的比较

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Real-time interactive experiences between users of web applications are unmatched by online multiplayer games. By themselves, online multiplayer games have the potential to bring in advertising revenue as a website. Additionally, online multiplayer games often contain many features that can be used in other web applications requiring real-time user interaction. However, there currently exists no rigorous comparison between web technologies for the purpose of creating real-time online multiplayer games. With this research, we aim to provide guidelines for selecting an operating system, server framework, and database solution for the use of developing online games. Since an exhaustive comparison of various software would be nearly impossible, selection of software for comparison was limited to only some of the more popular software. For the comparison of the software, various prototypes of a simple online multiplayer game were written in each of the software environments. The game that was implemented had multiple players in one room - also known as a game world - each controlling a spaceship. Players would move their ship and shoot asteroids and other ships. Players could also write and broadcast messages to each other. For operating systems, both Windows and Linux (specifically, Ubuntu Server) were compared based on compatibility with the other software in the comparison, as well as memory use, size, and cost. For server frameworks, NodeJS, Django, and ASP.NET were compared based on the features of their language, the ability to write prototypes of the simple online game in the framework, and any other features the framework may support. For databases, both PostgreSQL and MySQL were compared based on support for the previously mentioned frameworks and data manipulation and retrieval times. For each comparison criterion, each software was given a score. These scores were weighted by criterion for a weighted score. The weighted scores of each criterion were then totaled for each software. Comparison of server frameworks were done on the operating system with the best score. Comparison of databases were done on the operating system and server framework with the best scores. A final prototype of the game was built on the operating system, server framework, and database solution with the best scores.
机译:Web应用程序用户之间的实时交互体验是在线多人游戏所无法比拟的。在线多人游戏本身就有潜力通过网站获得广告收入。此外,在线多人游戏通常包含许多功能,这些功能可以在需要实时用户交互的其他Web应用程序中使用。但是,目前在创建实时在线多人游戏的网络技术之间尚无严格的比较。通过这项研究,我们旨在为使用开发在线游戏的用户选择操作系统,服务器框架和数据库解决方案提供指导。由于几乎不可能对各种软件进行详尽的比较,因此用于比较的软件选择仅限于某些较流行的软件。为了比较该软件,在每个软件环境中编写了一个简单的在线多人游戏的各种原型。实施的游戏在一个房间中有多个玩家-也被称为游戏世界-每个人都控制一艘太空飞船。玩家将移动他们的飞船并射击小行星和其他飞船。玩家还可以彼此编写和广播消息。对于操作系统,根据比较中与其他软件的兼容性以及内存使用,大小和成本,对Windows和Linux(特别是Ubuntu Server)进行了比较。对于服务器框架,基于它们的语言功能,在框架中编写简单在线游戏的原型的能力以及该框架可能支持的任何其他功能,对NodeJS,Django和ASP.NET进行了比较。对于数据库,基于对先前提到的框架的支持以及数据操作和检索时间,对PostgreSQL和MySQL进行了比较。对于每个比较标准,给每个软件一个分数。通过加权分数的标准对这些分数进行加权。然后将每个软件的每个标准的加权分数相加。服务器框架的比较是在操作系统上得分最高的。数据库的比较是在操作系统和服务器框架上得分最高的。游戏的最终原型建立在得分最高的操作系统,服务器框架和数据库解决方案上。

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