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Research To The Design Of The Network Games

Posted on:2007-09-10Degree:MasterType:Thesis
Country:ChinaCandidate:R Z ZhouFull Text:PDF
GTID:2178360182996010Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the rapid development of Internet, Multiplayer online games also growvery fast. The National Sports Bureau has already considered electronic games asthe official sports project. The network games have already grown from folk toprofessional. The development and research to the Online Games Design have thepractical significance. The network game project has the great economy influence.It is a new developing industry. The network game will become the leadership tothe new culture and new entertainment. Compared our country by the networkgame design technology with American and the South Korea, We have been fardropped behind. The way to break the foreign corporation monopoly is thedevelopment of network game which has the independent intellectual property bythe struggle all of us.In the game the most important thing is the game engine design. The gameengine acts as the automobile engine role. It controls all the content including thegame plot, checkpoint, music, art design, operations and so on. Along with thegame development, the DirectX technology has been more and more adopted bygame designer. It contains the research to the design technology based in DirectXin this article. There is the detail introduction to the engine design method. Alsothere are the map edit manufacture technology and the demonstrate scene methods.How important they are.The network codes are concentrated in the game engine part, which is used tomanage the communication between the Client and the Server. In order to realizethe network correspondence, we need to understand the Winsock foundation. Thenetwork communication cornerstone is the socket. It has provided one kind oftransmission which could both send and receive. To realize this, we must cite a setof function. And the methods to use these function are contained in this article. Inorder to satisfy the great data quantity correspondence which the network gamerequests, we must be able to establish many socket at the same time. In order toavoid the socket being "innocent locked", we have studied an effectivemodel—Overlapped I/O model. Let the programming use the overlapped structure,it can deliver multi Winsock I/O requests at the same time. The research report iscontained in the paper.In the multi-player network game, how to avoid delay is an important content.We could use multicast to reduce delays and accept more replies. In the future,multicast may realize high speed and quality digital TV data transmission. It couldreduce the work load of the server and solve the communicate question when theplayers are playing without gamecommunication ruler. In multicast, the information packet can be transmitted toeach address in the network group, nor the single address. We have two reasons fordoing this, one reason is to reduce or avoid the redundant data which must send bythe server. The other one is that player could communicate and find the otherplayers conveniently without need looking up the entire network. The concept andthe principle of multicast are contained in this paper. Also are the part that how touse multicast in the program.Afterward, this article introduced the summary of the server design part indetail, including the server function, the server network connection, and how torealize the completion I/O model. Because the game map is so big, it is impossibleto broadcast one player's message to all the players. So the studies about transmitone's message to who is important. Here our design is to broadcast one's messageto the screen block which the player is there currently and the other eight blocksaround the current block. We comply with the matrix detect principle, look uponone's nine block under him as a matrix, examine if there are across area with theother's blocks. Transmit message to the player if there are the across.Before the coding design of the game, script design is important. Because thescript could decide the attract degree to players. Most players consider completingtask joyful, so script design becomes more and more important. After weaccomplish a task, we should forecast the playing effect. A amazing game shouldhave multiple task, give multiple award after the task be completed. The best wayto grasp the player's desire is pretending to be a normal player. Only when weaccept the task, the other players will be amazed by the game. In the network game,how to synchronize the message between players is extremely important. Forexample, if two players do a job at the same time, the system must decide whomthe award should be given to. The paper introduced two kinds of solution tosynchronize the message. Which method should be decided is according to the netcondition and capacity. More people the server can lodge, more difficult the designis.The multi-thread technology is necessary to the network game. It couldimprove the quality of server, allow more user visiting, processing more surface,not only be able to process one thread. To manage the thread, we construct a threadpool. It is the container of thread. It is used for the thread operations, for example,the establishment, the assignment, the finish, and so on. The operation has beenshielded to the outside. The study to the multi-thread pool is contained in the paper.As being a popular field in recent years, network game is worthy of studyingand researching harder. This paper has just performed a simple experiment. It couldnot fit for market yet. A good game will be carried out only when there's a greatteam cooperating for it. There are still some questions which the article can notanswer. How to make the game safer and how to prevent the cheating are the twoserious questions. And the distributed architecture server will be the newresearchable aspect in the future.
Keywords/Search Tags:game engine, Winsock, multicast, multi-thread
PDF Full Text Request
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