멀티플랫폼 게임을 위한 네트워크 접근 및 통신 방식 연구
Study on the access and communication research methods for multi-platform game Game
0
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
The basic concept of the network is communication among multiple computers. Typical methods of this communication is to use a client and a server. The server may be a host device that everyone can access, the player playing the game may be to act as a server to other players directly. Once the server is running, and the client is connected, the two computers are to exchange data required for the multi-player network games. When developing the network game should pay a lot of attention and effort on some details. Most easily design and even in the game engine that can produce a functional networking remains a very complex thing. The network element of the game can develop in several different ways, which means that some of the key to determine a game developer. These decisions would be better to decide quickly on the single-player game, but the things that did not need anyhow multiplayer game development would give a very large impact early development possible. There is a common and proven three approaches deneun to configure the network game, reserved (authoritative) server, no access (non-authoritative) server, a peer-to-peer manner. The two approaches are leading the way to send and receive information to the client connects to the server. This approach, because there is no direct connection between the IP of the client are hidden from each other to provide more privacy (Privacy) to the end user (End user). In Peer-to-peer way all connected computers can send information directly to each other. In addition, communication concepts covered in the gaming network is two. The right remote procedure call (Remote procedure call, or RPC) and state synchronization (State synchronization). In general, two methods are used in the game, but in some cases, not according to the genre. In this paper, we approach networking in a general game network architecture, looked at the network communication method, we proposed a game networking components and design plans through them. Through this and to implement actual design of future multi-platform network game engine.
Abstract
The basic concept of the network is communication among multiple computers. Typical methods of this communication is to use a client and a server. The server may be a host device that everyone can access, the player playing the game may be to act as a server to other players directly. Once the server is running, and the client is connected, the two computers are to exchange data required for the multi-player network games. When developing the network game should pay a lot of attention and effort on some details. Most easily design and even in the game engine that can produce a functional networking remains a very complex thing. The network element of the game can develop in several different ways, which means that some of the key to determine a game developer. These decisions would be better to decide quickly on the single-player game, but the things that did not need anyhow multiplayer game development would give a very large impact early development possible. There is a common and proven three approaches deneun to configure the network game, reserved (authoritative) server, no access (non-authoritative) server, a peer-to-peer manner. The two approaches are leading the way to send and receive information to the client connects to the server. This approach, because there is no direct connection between the IP of the client are hidden from each other to provide more privacy (Privacy) to the end user (End user). In Peer-to-peer way all connected computers can send information directly to each other. In addition, communication concepts covered in the gaming network is two. The right remote procedure call (Remote procedure call, or RPC) and state synchronization (State synchronization). In general, two methods are used in the game, but in some cases, not according to the genre. In this paper, we approach networking in a general game network architecture, looked at the network communication method, we proposed a game networking components and design plans through them. Through this and to implement actual design of future multi-platform network game engine.
참고문헌 (13)
- 권용만, "게임 비즈니스 전략의 진화에 관한 연구 - 1970년대 ~ 1990년대를 중심으로 -", 한국컴퓨터게임학회논문지, 5(18), pp.3~10 (2009), (사)한국컴퓨터게임학회
- Geun Seo Park, "History of Computer Game and Conversion of Game Paradigm", Journal of Game Industry & Culture, 130(9), pp.130~141 (2005)
- Dae Woong Rhee, "A Study on the Function Game", The Journal of Natural Sciences, 6, pp.128~ (1999)
- 김준호, "증강 현실 기술을 이용한 보드 게임 설계 및 구현", 한국컴퓨터게임학회논문지, 24(1), pp.45~51 (2011), (사)한국컴퓨터게임학회
- D. G. Lowe, "Object recognition from local scale-invariant features", ICCV ‘99, pp.1150~1157 (1999)
- Jae Hong Lee, "A Study on the Essence & Traits of Game", Journal of Korea Game Society (2001)
- Jae-hong Song, "A Study on the Computer Game and Its Scenario", Journal of Korean Society for Computer Game, 1(1), pp.64~ (2002)
- 권혁인, "온라인 게임 시장에서의 이용특성에 관한 연구", 한국컴퓨터게임학회논문지, 13(13), pp.59~68 (2008), (사)한국컴퓨터게임학회
- Korea Creative Content Agency, "Guide to Korean Games Industry and Culture", KOCCA, 21~ (2014)
- A Study on the Master Plan for the Development of the Computer Game Industry, "Korea Entertainment System Industry Association", ETRI & KESA, 29~30 (1998)
- A Research on the Status of China On-line Game Market & Analysis of Key success factors, "Jae Young Jung", Institute for Information Technology Advancement, ~ (2003)
- katie Salen, "Rules of Play : Game design Fundamentals", pp.71~83 (2003), The MIT Press
- Johann Huizinga, "Homo Ludens : A Study of the Play Element in Culture", pp.13~ (1955), Boston Beacon Press
