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Reducing Development Overheads with a Generic and Model-Centric Architecture for Online Games

机译:使用通用的以模型为中心的网络游戏减少开发开销

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The development of an online game requires not only the content, visual and auditory design but also a considerable amount of effort for planning, creating and operating the infrastructure for exchanging information between players and backend. Within the context of building an own browser-based massively multiplayer online game, questions like how information of this kind can be exchanged arise. Within this paper, various strategies were planned, developed and evaluated to provide the helpful basis for a platform decision. These strategies do not feel very “game-like”. As a result of this, we created an alternative approach as a runtime environment for games of this kind, which has to simplify the conventional strategies for making games: our GameEngine. This environment combines code generation for clients, automated data transformation, platform independent remote procedure calls and lifecycle management for entities. This paper targets to outline the different strategies for game realisation, and analyses the efforts in comparison to our approach in various applications. Proprietary TCP-based approaches are taken into account, as well as standardised web technologies and currently available runtime environments for game development. All approaches indicated a significant increase in effort for the implementation of various examples. An additional effort that can be nearly avoided, and is achieved with our approach.
机译:在线游戏的开发不仅需要内容,视觉和听觉设计,还需要大量的精力来计划,创建和操作用于在玩家和后端之间交换信息的基础结构。在构建自己的基于浏览器的大型多人在线游戏的背景下,出现了诸如如何交换此类信息的问题。在本文中,计划,开发和评估了各种策略,为平台决策提供了有用的基础。这些策略并不十分“游戏化”。因此,我们创建了一种替代方法作为此类游戏的运行时环境,该方法必须简化制作游戏的常规策略:我们的GameEngine。该环境结合了用于客户端的代码生成,自动数据转换,独立于平台的远程过程调用以及实体的生命周期管理。本文旨在概述游戏实现的不同策略,并分析与我们在各种应用中的方法相比所做的努力。考虑了基于TCP的专有方法以及标准化的Web技术和当前可用的游戏开发运行时环境。所有方法都表明,实施各种示例的工作量显着增加。使用我们的方法可以避免几乎可以避免的额外工作。

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