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High-performance server systems and the next generation of online games

机译:高性能服务器系统和下一代在线游戏

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Developing a massively multiplayer online game which utilizes physically based simulation to provide realistic behaviors requires numerical integration functions with inherently high computational costs. This simulation, performed on the individual clients of a peer-to-peer networked game or for a client/server online game, presents challenges due to many factors, including limited computing resources at the client level and network latency in the propagation of a client''s state to other clients. Computationally intensive simulation may adversely affect performance and result in a situation in which little processing capacity is left for other aspects of the game. In this paper, we explore how a game developer who is aware of these issues might create a game for IBM''s recently announced Cell Broadband Engine™ processor; we also present an example of the development of a game in which multiple human and robotic characters interact with static and dynamic objects in a virtual environment. Although our experience suggests that porting code to the Cell Broadband Engine core with minimal use of its synergistic processing elements (SPEs) should not be expected to produce significant performance gains at this time, the potential of the Cell SPEs to improve performance is considerable. We discuss performance and design and implementation decisions, with programmability issues being especially noted.
机译:开发大型多人在线游戏,利用基于物理的模拟来提供逼真的行为,需要数值积分功能,而固有的计算成本却很高。在对等网络游戏或客户端/服务器在线游戏的各个客户端上执行的此模拟由于许多因素而带来了挑战,其中包括客户端级别的计算资源有限以及客户端传播中的网络延迟向其他客户的状态。计算密集型仿真可能会对性能产生不利影响,并导致游戏其他方面的处理能力不足。在本文中,我们探讨了意识到这些问题的游戏开发人员如何为IBM最近发布的Cell Broadband Engine™处理器创建游戏;我们还提供了一个游戏开发的示例,其中多个人和机器人角色与虚拟环境中的静态和动态对象进行交互。尽管我们的经验表明,此时不应期望通过最小化协同处理元素(SPE)的使用将代码移植到Cell Broadband Engine核心上,而不会显着提高性能,但是Cell SPE改善性能的潜力却是可观的。我们讨论性能以及设计和实施决策,并特别注意可编程性问题。

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    《IBM Systems Journal》 |2006年第1期|P.103-118|共16页
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