- 영문명
- A Study on the access and communication research methods for multi-platform game Game
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 류현제(Hyun Jea Ryu) 배재환(Jae Hwan Bae)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제28권 2호, 87~94쪽, 전체 8쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2015.06.30

국문 초록
영문 초록
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
1. 서론
2. 네트워크 접근 방식
3. 네트워크 통신 방식
4. 게임네트워크 요소
5. 결론
참고문헌
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