An Architecture with Automatic Load Balancing and Distribution for Digital Games
Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to proc...
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Published in | 2010 Brazilian Symposium on Games and Digital Entertainment pp. 59 - 70 |
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Main Authors | , , , , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.11.2010
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Subjects | |
Online Access | Get full text |
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Summary: | Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to process the game logic, devoting host processing to renderization, which is usually the task that digital games spend most of its processing time. By using distributed computing, games could need softer system requirements, since the game loop would be distributed. This paper presents a game loop that can be applied in both multi-player and single-player games, using automatic load balancing and distributing game logic computation among several computers. |
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ISBN: | 1612843913 9781612843919 |
ISSN: | 2159-6654 |
DOI: | 10.1109/SBGAMES.2010.19 |