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Analysis of Open Source Boost (C++ libraries) for Design of Game Network

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Open source "Boost Lib" in this paper is to propose a distributed processing architecture of the game server, and the server models the whole vertical extension of the load generated by a specific process, the load on the game server for both the horizontal scale model of a typical distributed system, Dispersing the processing game process, and corresponds to the load.Multi-server architecture is distributed into the game world to the local level. Since the distributed server to process by integrating the entire process of the game server divided area, when only a specific process, the throughput increases a load to cause the load itself is transferred, the entire game server the local server is slow. If the load is generated in the specific process in the multi-server architecture must scale the game server or the game server cluster. However, while the load of a particular server extensions are uneconomic to process less meaningless. Therefore, the conventional method of dispersing uniformly without separate operations for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible. for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible.

Abstract

Open source "Boost Lib" in this paper is to propose a distributed processing architecture of the game server, and the server models the whole vertical extension of the load generated by a specific process, the load on the game server for both the horizontal scale model of a typical distributed system, Dispersing the processing game process, and corresponds to the load.Multi-server architecture is distributed into the game world to the local level. Since the distributed server to process by integrating the entire process of the game server divided area, when only a specific process, the throughput increases a load to cause the load itself is transferred, the entire game server the local server is slow. If the load is generated in the specific process in the multi-server architecture must scale the game server or the game server cluster. However, while the load of a particular server extensions are uneconomic to process less meaningless. Therefore, the conventional method of dispersing uniformly without separate operations for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible. for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible.

참고문헌 (7)

  1. "Boost Mailing Lists (A.K.A. Discussion Groups)", ~ (2014)
  2. 김준호, "모바일 게임을 위한 모바일 증강현실 기술 구현", 한국컴퓨터게임학회논문지, 26(3), pp.17~24 (2013), (사)한국컴퓨터게임학회
  3. 김태규, "아이폰을 위한 레이저 포인터 기반 증강현실 게임", 한국컴퓨터게임학회논문지, 25(2), pp.85~92 (2012), (사)한국컴퓨터게임학회[DOI]
  4. 강성일, "실외 게임용 증강현실 서비스를 위한실시간 지역 정보 매칭", 한국컴퓨터게임학회논문지, 27(1), pp.27~34 (2014), (사)한국컴퓨터게임학회

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