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@agatestudio
A Real-Time Framework
(MMO)
Tonny
Knight
Agate Studio
2014/06/21
BANDUNG DIGITAL VALLEY
Tonny K
Agate Studio
tonny.kusdarwanto@agategames.com
 Developer
 The University of Muenster, Germany
 Publication
 “RTF: A Real-Time Framework for Developing
Scalable Mult...
 The development of large-scale MMOGs* is
complex and expensive
 huge game content
 complicated technical architecture
...
 Design and realization of scalability mechanisms
within online games are challenging and error-
prone
 socket-based com...
 object-oriented, C++-based middleware
system for developing real-time MMOG
 The RTF provides to the developer an easy-
...
 Contemporary multiplayer online real-time
games implement an endless loop, called
real-time loop
 DevelopmentTasks
 For all transmittable objects like entities, events and
messages, the RTF provides an automatic
serialization mechanism.
 The RTF supports three basic distribution
concepts for real-time multiplayer games within
a multi-server architecture:
...
 partitions the spatial world into disjoint parts, called zones
 Clients can move between the zones, but no inter-zone e...
 Used to distribute the computational load by creating multiple copies of
highly frequented subareas of the spatial world...
 Replication uses the assignment of calculations to entities as a
distribution criteria
 The entities are distributed am...
 For the movement of players and entities between zones,
especially between zones that do not lie next to each other
 Th...
 Zoning Restrictions
 entities and clients must be transferred between the participating servers if
they are moved betwe...
 Supports the publish-subscribe abstraction for
interest management that allows the developer to
subscribe a client to an...
Real Time Framework by Tonny
Real Time Framework by Tonny
Real Time Framework by Tonny
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Transcript of "Real Time Framework by Tonny"

  1. 1. @agatestudio A Real-Time Framework (MMO) Tonny Knight Agate Studio
  2. 2. 2014/06/21 BANDUNG DIGITAL VALLEY Tonny K Agate Studio tonny.kusdarwanto@agategames.com
  3. 3.  Developer  The University of Muenster, Germany  Publication  “RTF: A Real-Time Framework for Developing Scalable Multiplayer Online Games”, 2007  ”From a single-to multi-server online game: a Quake 3 case study using RTF”, 2008  “High-Level Development of Multiserver Online Games”, 2008
  4. 4.  The development of large-scale MMOGs* is complex and expensive  huge game content  complicated technical architecture  MMOGs must provide mechanisms for advanced scalability to support an increasing amount of players by using additional resources  High performance is especially important for real- time games MMOGs: Massively MultiplayerOnline Games
  5. 5.  Design and realization of scalability mechanisms within online games are challenging and error- prone  socket-based communication and scalable distribution management in traditionally used programming languages (e. g., C++) are complex and code intensive.
  6. 6.  object-oriented, C++-based middleware system for developing real-time MMOG  The RTF provides to the developer an easy- to-use interface for abstract description of the game state distribution among multiple servers
  7. 7.  Contemporary multiplayer online real-time games implement an endless loop, called real-time loop
  8. 8.  DevelopmentTasks
  9. 9.  For all transmittable objects like entities, events and messages, the RTF provides an automatic serialization mechanism.
  10. 10.  The RTF supports three basic distribution concepts for real-time multiplayer games within a multi-server architecture:  zoning  instancing  replication  The RTF allows the game developer to arbitrarily combine the described three distribution approaches depending on the requirements of a particular game design.
  11. 11.  partitions the spatial world into disjoint parts, called zones  Clients can move between the zones, but no inter-zone events exist  calculations in the zones are completely independent from each other
  12. 12.  Used to distribute the computational load by creating multiple copies of highly frequented subareas of the spatial world  some subareas are copied multiple times and assigned to instance servers
  13. 13.  Replication uses the assignment of calculations to entities as a distribution criteria  The entities are distributed among all servers  Active entities  Shadow entities
  14. 14.  For the movement of players and entities between zones, especially between zones that do not lie next to each other  The RTF supports three types of portals Dimension sizeAB = Dimension (1, 1, 0); Dimension sizeC = Dimension (0.5 , 0.5 , 0); AbstractPortal & portalA = * new SpaceToPointPortal (Space (4, 2.5 , 0, sizeAB ),Vector (8, 3, 0)); AbstractPortal & portalB = * new SpaceToSpacePortal (Space (10 , 2.5 , 0, sizeAB ), Space (1, 2.5 , 0,sizeAB )); AbstractPortal & portalC = * new BidirectionalPortal (Space (3, 1.5 , 0, sizeC ), Space (3, 2, 0, sizeC )); Zone A Zone C Zone B
  15. 15.  Zoning Restrictions  entities and clients must be transferred between the participating servers if they are moved between the zones  no interactions are allowed across zone borders  The RTF allows an inter-zone migration and interaction by creating an overlapping area between two or more adjacent zones.
  16. 16.  Supports the publish-subscribe abstraction for interest management that allows the developer to subscribe a client to an entity of the game world  RTF provides a basic Euclidian Distance AoI implementation based on the position of entities
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