Distributed Computational Model in Real-Time Massively Multiplayer Online Environment
DOI:
https://doi.org/10.5753/reic.2024.2392Keywords:
Online Games, Distributed Systems, Network Architecture, OptimizationAbstract
The digital games universe has been gaining even more space and fans, and among various styles is worth noticing the importance of those which are multiplayer. In general terms, those games depend on complex server infrastructures and online availability across the planet to attend and distribute all of their players’ information. This implies, beside the delay due to geographic distance itself between player and server, the dependence of availability. The objective of this work is to present an alternative to these problems, by using group communication techniques on distributed systems, bringing the game experience closer to the users, without losing the Multiplayer Massive Online (MMO) game aspect. In one of the tests carried out, using the prototype developed and presented in this work, it was possible to notice a reduction in the message exchange time, from approximately 262 ms (106 + 156 ms) to approximately 190 ms, representing a gain of around 27%.
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