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基于网络的游戏随取算法

A Game on Demand Algorithm Based on Internet
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摘要 随着游戏软件日趋大型化,其很难在配置低的电脑或掌上电脑上运行。软件游戏公司更愿意把他们的游戏制作成CD/DVD,而不是让玩家在线下载如Quake III Arena[1]。另一方面,由于网络延迟,玩家在同时游戏时会感觉到速度快慢产生的自身游戏地位差距[2],通过对game-on-demand(GameOD)框架的研究,实现用需求的方式去分配不断增多的游戏内容。此方法使游戏资源在玩家的机器上得到及时的更新,并用渐进式[3]传输游戏内容的方法来传送游戏内容。 Since the content is usually large in size, it may be difficult to run these games on PC or PDA. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game -on - demand (GameOD) framework to distribute game content progressively in an on- demand manner. It allows critical contents to be available at the players' machines in a timely fashion, we distribute game content progressively in an on - demand manner.
出处 《计算机与数字工程》 2008年第5期193-195,202,共4页 Computer & Digital Engineering
关键词 游戏随取算法 网络延迟 同步 渐进式传送 GameOD( Game on demond), network latency, synchronization, progressive transmission
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参考文献8

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