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멀티플랫폼 게임을 위한 네트워크 접근 및 통신 방식 연구

원문정보

A Study on the access and communication research methods for multi-platform game Game

류현제, 배재환

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초록

영어

The basic concept of the network is communication among multiple computers. Typical methods of this communication is to use a client and a server. The server may be a host device that everyone can access, the player playing the game may be to act as a server to other players directly. Once the server is running, and the client is connected, the two computers are to exchange data required for the multi-player network games. When developing the network game should pay a lot of attention and effort on some details. Most easily design and even in the game engine that can produce a functional networking remains a very complex thing. The network element of the game can develop in several different ways, which means that some of the key to determine a game developer. These decisions would be better to decide quickly on the single-player game, but the things that did not need anyhow multiplayer game development would give a very large impact early development possible. There is a common and proven three approaches deneun to configure the network game, reserved (authoritative) server, no access (non-authoritative) server, a peer-to-peer manner. The two approaches are leading the way to send and receive information to the client connects to the server. This approach, because there is no direct connection between the IP of the client are hidden from each other to provide more privacy (Privacy) to the end user (End user). In Peer-to-peer way all connected computers can send information directly to each other. In addition, communication concepts covered in the gaming network is two. The right remote procedure call (Remote procedure call, or RPC) and state synchronization (State synchronization). In general, two methods are used in the game, but in some cases, not according to the genre. In this paper, we approach networking in a general game network architecture, looked at the network communication method, we proposed a game networking components and design plans through them. Through this and to implement actual design of future multi-platform network game engine.

목차

ABSTRACT
 1. 서론
 2. 네트워킹 접근 방식
  2.1 네트워킹 개념
  2.2 네트워킹 접근방식
  2.3 권한 보유(Authoritative) Server
  2.4 권한 없음(Non-Authoritative) Server
  2.5 Peer-To-Peer
 3. 네트워크 통신 방식
  3.1 원격 프로시져 호출(Remote Procedure Calls)
  3.2 상태 동기화(State Synchronization)
  3.3 서버 클아이언트 연결하기
  3.4 네트워크 대역폭 사용 최소화하기
  3.5 Client-server간 거리
  3.6 기본 프로토콜
 4. 게임네트워킹 요소
  4.1 네트워킹요소 및  UDP
  4.2 게임 세션(Game Session) 관리
  4.3 게임 세션(Game Session) 고려 사항
  4.3 대역폭 최소화
  4.4 데이터 동기화 방식
 5. 결론
 참고문헌

저자정보

  • 류현제 Hyun-Jae Ryu. 동명대학교
  • 배재환 Jae-Hwan Bae. 동명대학교

참고문헌

자료제공 : 네이버학술정보

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