Department of Mathematics and Computer Science, University of Münster, 48149 Münster, Germany
Copyright © 2008 Frank Glinka et al. This is an open access article distributed under the
Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
Multiplayer online
games with support for high user numbers must
provide mechanisms to support an increasing
amount of players by using additional resources.
This paper provides a comprehensive analysis of
the practically proven multiserver distribution
mechanisms, zoning, instancing, and replication,
and the tasks for the game developer implied by
them. We propose a novel, high-level development
approach which integrates the three distribution
mechanisms seamlessly in today's online
games. As a possible base for this high-level
approach, we describe the real-time framework
(RTF) middleware system which liberates the
developer from low-level tasks and allows him to
stay at high level of design abstraction. We
explain how RTF supports the implementation of
single-server online games and how RTF allows to
incorporate the three multiserver distribution
mechanisms during the development process.
Finally, we describe briefly how RTF provides
manageability and maintenance functionality for
online games in a grid context with dynamic
resource allocation scenarios.