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网络游戏引擎设计与开发
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摘要
本论文论述了如何设计一个网络游戏引擎,能够适用于当前的大部分网络游戏。作为游戏技术核心的引擎是游戏技术的最难点,网络游戏引擎的开发包含了网络协议的选择,数据传送协议的设计与实现,服务器和客户端的同步问题,巨量数据传送的解决方案。本文系统的阐述了设计一个完整的网络游戏引擎所涉及到的技术要点,重点介绍了设计服务端所采用的重叠模型,该模型能够满足大量连接,并能高速完成数据的传送。另外一个重要的部分就是服务器与客户端的同步问题,当前的网络游戏都要求即时响应,并且所有玩家的信息都要同步,这是网络游戏程序不同于其他网络软件的地方。本文提出的解决方案,都是依照所有操作以服务器为主,所有客户端的操作都要由服务器效验,按同一个节拍来运行,这样即避免了作弊的可能,又能保证游戏世界的数据同步。不足之处在于如果某台客户端的网速较满,则导致整个游戏的速度变慢。游戏的同步问题是最具难度的部分,也是提高性能的关键部分。由于条件限制,本文仅仅只能提出较好的一种解决方案,真正用于项目中还需要仔细研究。
The paper discusses the design pattern of Network Game Engine. The Network Game Engine described in the paper can be suitable for most network games nowadays. The Game Engine as core technology is most difficult part of the technology of the game. The development of Network Game Engine includes: The establishment of Network Protocol, The design and implementation of Data Transfer Protocol, The synchronization of Server and Client, and The method transfer huge amounts of data. The paper expatiate the key point about how to design Network Game Engine, and mainly explain the model of Server design. This model can satisfied a plenty of connections and high-speed data transfer. The synchronization of Server and Client is another key point in Network Game nowadays. The speed of response and synchronization of different muti-client know from common Network Software. The method discussed in this paper is different client operation should depend on the Server clock and verified by Server. The kind of method makes cheat in game being hard and ensure synchronization of data transfers. The failing of this method is the game speed will slow if one client slow. But we can get rid of the slowness client to ensure the high speed of game. The synchronization of Server and Client is most difficult part, the key point for speed up.
引文
[1](美)Anthony Jones,Jim Ohlund,Windows网络编程技术,机械工业出版社,2001年2月
    [2]W.Richard Stevens,Unix网络编程,清华大学出版社,1999年7月
    [3]Dante Treglia,张磊译,游戏编程精粹3(Game Program Gems Ⅲ)人民邮电出版社,2003年7月
    [4]CG实验室/王鑫/罗金海/赵千里,PC游戏编程(网络游戏篇)清华大学出版社/重庆大学出版社,2003年8月
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    [6][Bettner01] Bettner, Paul and Mark Terrano , "GDC 2001:1500 Archers on a 28.8: Network Programming in age of Empires and Beyond, " Game Developer Conference 2001网址 http://www. gamasutra. com/features/20010713/dicknision_01. htm
    [7][Miles92]Mills, David, "Network Time Protocol(Version 3)Specification, Implementation and Analysis, " University of Delaware, March 1992, RFC-1305, 网址 http://www.eecis. udel. edu/~mills/ntp. htm
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