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2010 Brazilian Symposium on Games and Digital Entertainment
An Architecture with Automatic Load Balancing and Distribution for Digital Games
Florianapolis, Santa Catarina Brazil
November 08-November 10
ISBN: 978-0-7695-4359-8
| ASCII Text | x | ||
| Mark Joselli, Marcelo Zamith, Esteban Walter Gonzalez Clua, Anselmo Montenegro, Regina Celia P. Leal-Toledo, Luis Valente, Bruno Feijó, "An Architecture with Automatic Load Balancing and Distribution for Digital Games," 2010 Brazilian Symposium on Games and Digital Entertainment, pp. 59-70, 2010 Brazilian Symposium on Games and Digital Entertainment, 2010. | |||
| BibTex | x | ||
| @article{ 10.1109/SBGAMES.2010.19, author = {Mark Joselli and Marcelo Zamith and Esteban Walter Gonzalez Clua and Anselmo Montenegro and Regina Celia P. Leal-Toledo and Luis Valente and Bruno Feijó}, title = {An Architecture with Automatic Load Balancing and Distribution for Digital Games}, journal ={2010 Brazilian Symposium on Games and Digital Entertainment}, volume = {0}, year = {2010}, isbn = {978-0-7695-4359-8}, pages = {59-70}, doi = {http://doi.ieeecomputersociety.org/10.1109/SBGAMES.2010.19}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - 2010 Brazilian Symposium on Games and Digital Entertainment TI - An Architecture with Automatic Load Balancing and Distribution for Digital Games SN - 978-0-7695-4359-8 SP59 EP70 A1 - Mark Joselli, A1 - Marcelo Zamith, A1 - Esteban Walter Gonzalez Clua, A1 - Anselmo Montenegro, A1 - Regina Celia P. Leal-Toledo, A1 - Luis Valente, A1 - Bruno Feijó, PY - 2010 KW - distributed computing; automatic load balancing; game loop; multi-player VL - 0 JA - 2010 Brazilian Symposium on Games and Digital Entertainment ER - | |||
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.
Index Terms:
distributed computing; automatic load balancing; game loop; multi-player
Citation:
Mark Joselli, Marcelo Zamith, Esteban Walter Gonzalez Clua, Anselmo Montenegro, Regina Celia P. Leal-Toledo, Luis Valente, Bruno Feijó, "An Architecture with Automatic Load Balancing and Distribution for Digital Games," sbgames, pp.59-70, 2010 Brazilian Symposium on Games and Digital Entertainment, 2010
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