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Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing Game

机译:Jomini引擎的设计与实现:走向历史大型多人在线角色播放游戏

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This technical paper describes the design and implementation of a game engine for historical massive multiplayer online role-playing games (MMORPGs). We explore the game and system design space with a focus on historical accuracy and provide a detailed discussion of key design goals for the support of a large-scale, distributed and scalable MMORPG. The JominiEngine is a modular and extensible system architecture built on C# and integrates Riak, a non-SQL database, at the core of the persistent data store in order to facilitate scalability. "Overlord", the first instance of the engine is set in the medieval time period and uses rigorous UML design methodology for both game and system design. In order to enhance the immersive gaming experience, a separate Unity-based client can be used to interact with the game engine.
机译:本文介绍了用于历史巨大多人在线角色播放游戏(MMORPGS)的游戏引擎的设计和实现。我们探讨了游戏和系统设计空间,重点是历史准确性,并提供了对支持大规模,分布式和可扩展MMORPG的关键设计目标的详细讨论。 JominieNing是一个模块化和可扩展的系统架构,基于C#,并集成了持久数据存储的核心的RIAK,非SQL数据库,以便于可扩展性。 “roverrord”,发动机的第一个实例在中世纪时间段中设置,并使用严格的UML设计方法进行游戏和系统设计。为了提高沉浸式游戏体验,可以使用单独的团结的客户来与游戏引擎进行交互。

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