Networked graphics: building networked games and virtual environments
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier, Morgan Kaufmann
2010
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Schlagworte: | |
Online-Zugang: | kostenfrei Inhaltsverzeichnis Inhaltsverzeichnis |
Beschreibung: | Literaturangaben |
Beschreibung: | XI, 522 S. Ill., graph. Darst. 25 cm |
ISBN: | 0123744237 9780123744234 |
Internformat
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Datensatz im Suchindex
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adam_text | Titel: Networked graphics
Autor: Steed, Anthony
Jahr: 2010
Contents
PART I GROUNDWORK
CHAPTER 1 Introduction..................................................................3
1.1 What are NVEs and NGs?.................................................................4
1.2 The Illusion of a Shared Virtual Environment..................................5
1.3 Some History....................................................................................7
1.3.1 Internet...................................................................................8
1.3.2 Simulators.............................................................................15
1.3.3 Multiuser Dungeons.............................................................19
1.3.4 Electronic Games..................................................................22
1.3.5 Virtual Reality Systems..........................................................27
1.3.6 MMORPGs............................................................................30
1.3.7 Social Spaces.........................................................................33
1.4 Scoping the Software Architecture................................................36
1.4.1 Software Roles and Responsibilities.....................................38
1.4.2 Differences to Other Network Code....................................39
1.5 Structure.........................................................................................40
CHAPTER 2 One on One (101).......................................................45
2.1 Boids...............................................................................................45
2.1.1 Bold Rules.............................................................................46
2.1.2 Standalone Implementation..................................................48
2.2 Distributed Boids: Concepts..........................................................49
2.3 Distributed Boids: Implementation................................................53
2.3.1 Revised Simulation and Data Model.....................................53
2.3.2 Network Concepts...............................................................55
2.3.3 Network Protocol.................................................................56
2.3.4 Implementation of the Network Component......................56
2.3.5 Sending UDP Data Packets...................................................58
2.3.6 Sending TCP Data Streams....................................................62
2.4 Reflection.......................................................................................65
CHAPTER 3 Overview of tie Internet..............................................71
3.1 The Internet...................................................................................71
3.2 Application Layer...........................................................................75
3.2.1 Application layer Protocols.................................................76
3.2.2 Application QoS....................................................................77
3-2.3 Common Applications and Ports..........................................78
3.2.4 RFCs......................................................................................80
3.2.5 DNS.......................................................................................80
3.2.6 Telnet and HTTP...................................................................82 V
3.3 Transport Layer..............................................................................83
3.3-1 Implementing UDP...............................................................84
3.3-2 Basics of TCP........................................................................87
3.3-3 Reliability in TCP..................................................................89
3.3.4 Opening and Closing TCP Connections...............................96
3 3.5 Flow Control and Congestion Avoidance in TCP. i...............99
3.4 Network Layer................................................................:.............101
3.4.1 Network Address Translation.............................................103
3.4.2 IP Packets...........................................................................104
3.4.3 Ping, Traceroute ICMP....................................................109
3.4.4 Routing on the Internet......................................................112
3.4.5 DHCP..................................................................................112
3.5 Link and Physical Layer................................................................113
3.5-1 Ethernet..............................................................................115
3.5.2 Comparisons.......................................................................116
3.6 Further Network Facilities...........................................................116
3.6.1 Multicast.............................................................................117
3.6.2 Network QoS........................................................:.............118
3.7 Summary......................................................................................121
CHAPTER 4 More Than Two.........................................................125
4.1 Boids.............................................................................................126
4.1.1 Architecture........................................................................126
4.1.2 Protocol..............................................................................127
4.1.3 Codebase Refactoring.........................................................128
4.2 Simple Peer to Peer......................................................................130
4.2.1 System Architecture...........................................................131
4.2.2 Data Model..........................................................................132
4.2.3 Network..............................................................................134
4.2.4 Protocol..............................................................................135
4.3 Peer to Peer with Master..............................................................138
4.31 System Architecture...........................................................139
4.3.2 Datamodel...........................................................................140
4.3.3 Network..............................................................................142
4.3-4 Protocol..............................................................................142
4.4 Peer to Peer with Rendezvous Server..........................................146
4.4.1 System Architecture...........................................................148
4.4.2 Datamodel...........................................................................149
4.4.3 Network..............................................................................149
4.4.4 Protocol..............................................................................150
4.5 Client/Server................................................................................152
4.5.1 System Architecture...........................................................153
4.5.2 Datamodel...........................................................................154
4.5.3 Network..............................................................................155
4.5.4 Protocol..............................................................................156
4.6 Multicast.......................................................................................158
4.6.1 System Architecture...........................................................160
4.6.2 Datamodel...........................................................................161
4.6.3 Network..............................................................................162
4.6.4 Protocol..............................................................................164
4.7 Extensions....................................................................................166
4.7.1 Protocol design................................................... ................166
4.7.2 Network Compensation.....................................................166
4.7.3 Scale....................................................................................167
4.7.4 Binary Protocols..................................................................167
4.8 Conclusions..................................................................................167
PART il FOUNDATIONS
CHAPTER 5 Issues in Networking graphics..................................171
5.1 Architecture of the Individual System..........................................171
5.1.1 Engines and Engine Framework.........................................173
5.1.2 Modules..............................................................................177
5.1.3 Content...............................................................................177
5.1.4 Behavior..............................................................................178
5.2 Role of the Network.....................................................................179
5.2.1 Device I/O Sharing.............................................................180
5.2.2 Data Model Sharing.............................................................181
5.2.3 Command/Event Streaming................................................182
5.2.4 Coping with Scale...............................................................184
5.3 Initialization.................................................................................184
5.3.1 Case Study: Disney s Toontown.........................................185
5.4 Server and Peer Responsibilities..................................................186
5.5 Critical and Noncritical................................................................188
5.6 Synchronized or Unsynchronized................................................189
5.7 Ownership and Locking...............................................................190
5.8 Persistency...................................................................................190
5.9 Latency and Bandwidth................................................................191
5.10 Conclusions..................................................................................192
CHAPTER 6 Sockets and Middleware...........................................195
6.1 Role of Middleware......................................................................195
6.2 Low-Level Socket APIs.................................................................196
6.2
6.2
6.2
6.2,
6.2
1 Main Functions...................................................................196
2 Name Helper Functions and Options.................................199
3 Network Byte Order.....................................-.....................201
4 Examples............................................................................202
5 Socket Usage Patterns.........................................................207
6.2.6 Windows.............................................................................207
6.2.7 Synchronous I/O.................................................................208
6.2.8 Critique and Discussion......................................................210
6.3 C and C++ Middleware for Networking.....................................210
6.3-1 HawkNL..............................................................................211
6.3-2 SDL_Net..............................................................................211
6.3.3 ACE.....................................................................................213
6.4 Conclusion...................................................................................215
CHAPTER 7 Middleware and Message-Based Systems..................217
7.1 Message-Based Systems................................................................217
7.2 DIS................................................................................................218
7.2.1 PDUs...................................................................................219
7.3 X3D and DIS.................................................................................220
7.3-1 Basics of X3D......................................................................222
7.3-2 Dataflow and Animation.....................................................224
7.3-3 Scripting and Interfaces......................................................227
7.3.4 VRML/X3D Networking Strategies.....................................232
7.3.5 X3D and DIS.......................................................................235
7.4 X3D, HawkNL and DIS.................................................................237
7.4.1 Sending a DIS Packet..........................................................238
7.4.2 Receiving DIS Packets........................................................238
7.5 Conclusions..................................................................................241
CHAPTER 8 Middleware and Object-Sharing Systems...................247
8.1 Object-Sharing Systems................................................................247
8.2 RakNet..........................................................................................250
8.2.1 Object Lifecycles................................................................251
8.3 Boids using Object-Sharing..........................................................252
8.3-1 Boid Definitions..................................................................253
8.3.2 Main Application................................................................260
8.3-3 Discussion...........................................................................264
8.4 General Object-Sharing................................................................264
8.4.1 Sharing Policy.....................................................................264
8.4.2 Visibility and Sampling Rates..............................................265
8.5 Ownership...................................................................................266
8.6 Scene-Graphs, Object-Sharing and Messages...............................271
8.7 Conclusions..................................................................................273
CHAPTER 9 Other Networking Components...................................275
9.1 Remote Method Call.....................................................................275
9.1.1 RPC.....................................................................................276
9-1.2 XML-RPC, etc......................................................................284
9.1.3 CORBA.................................................................................285
9.1.4 Discussion...........................................................................287
3.2 DIVE.............................................................................................288
9.2.1 DIVE Overview...................................................................288
9-2.2 DIVE Entities.......................................................................291
9-2.3 Events.................................................................................297
92.4 Scripting and Event Scoping...............................................299
9.2.5 Networking.........................................................................301
9.2.6 Discussion...........................................................................302
9.3 System Architectures....................................................................303
9.4 Conclusions..................................................................................306
PART 111 REAL SYSTEMS_______________________________
CHAPTER 10 Requirements.........................................................313
10.1 Consistency................................................................................314
10.1.1 System Perspective.........................................................315
10.1.2 Plausibility Fairness.....................................................316
10.1.3 Consistency-Throughput Tradeoff.................................318
10.2 Latency and Jitter.......................................................................319
10.2.1 Sources of Network Latency..........................................319
10.2.2 Jitter................................................................................321
10.2.3 Clocks and Measurement of Latency and Jitter..............324
10.2.4 User Tolerance...............................................................326
10.2.5 Latency Impact in Specific Systems................................329
10.3 Bandwidth..................................................................................330
10.3.1 Measurement..................................................................331
10.3.2 Traffic Patterns...............................................................331
10.3.3 Congestion.....................................................................336
10.4 State of the Internet...................................................................337
10.5 Connectivity...............................................................................340
10.5.1 NAT................................................................................340
10.6 Case Study: Burnout? Paradise.................................................343
10.6.1 Car Mechanics .............................................................344
10.6.2 Game Phases and Time Synchronization........................345
10.6.3 Game Hosting and Peer-to-Peer Networking..................347
10.7 Conclusions................................................................................348
CHAPTER 11 Latency and Consistency.........................................355
11.1 Latency Impact...........................................................................355
11.2 Dumb Client and Lockstep Synchronization.............................359
11.2.1 Dumb Client...................................................................359
11.2.2 Lockstep Synchronization..............................................360
11.3 Conservative Simulations...........................................................360
11.4 Time....................................................................¦......................362
11.5 Optimistic Algorithms................................................................365
11.6 Client Predict Ahead................................................................367
11.7 Extrapolation Algorithms.........................................................371
11.7.1 Basic Dead-Reckoning..................................................371
11.7.2 Dead-Reckoning Variants..............................................376
11.8 Interpolation, Playout Delays and Local Lag............................378
11.9 Local Perception Filters............................................................383
11.10 Revealing Latency....................................................................387
11.11 Conclusions..............................................................................388
CHAPTER 12 Scalability..............................................................393
12.1 Service Architectures...............................................................394
12.1.1 Awareness....................................................................394
12.1.2 Cohorts, Groups and Service Architecture...................396
12.2 Overview of Interest Management...........................................399
12.3 Spatial Models..........................................................................403
12.3.1 Zone Models.................................................................404
12.3.2 Dynamic Spatial Models...............................................406
12.3.3 Visibility Models...........................................................408
12.4 Interest Specification and Interest Management......................411
12.4.1 Interest Expressions.....................................................411
12.4.2 Interest Management....................................................413
12.4.3 Examples of Distributed Interest Management............415
12.5 Separating Interest Management from Network
Architecture.............................................................................418
12.5-1 Message Routing and Message Filtering.......................418
12.5.2 Filtering as a Pipeline...................................................420
12.5-3 Routing and Filtering Examples...................................421
12.5-4 Delegating Group Communication to the
Network Layer..............................................................423
12.6 Server Partitioning....................................................................424
12.6.1 Server Tasks and Static Partitionings............................425
12.6.2 Seams and Handovers...................................................428
12.6.3 Load Balancing and Dynamic Partitioning....................430
12.7 Group Communication Services..............................................434
12.7.1 Reflectors and Tunnels.................................................434
12.7.2 Automatic Overlay Multicast........................................435
12.7.3 Gossiping for Peer-to-Peer Communications................436
12.7.4 Specific Group Communication Routing
Service..........................................................................437
12.8 Peer to Peer..............................................................................437
12.8.1 Unstructured Peer-to-Peer Systems...............................438
12.8.2 Structured Peer-to-Peer Systems...................................439
12.8.3 Peer-to-Peer Support Using DHTs.................................442
12.8.4 Local Interest Systems..................................................443
12.8.5 Update-Free Regions and Frontier Sets.........................446
12.9 Conclusions..............................................................................449
CHAPTER 13 Application Support Issues......................................459
13.1 Security and Cheating..............................................................459
13.1.1 Client-Side Attacks........................................................461
13.1.2 Network Level..............................................................463
13.1.3 Server Side....................................................................465
13.1.4 Social............................................................................465
13-1-5 Repercussions...............................................................466
13.2 Binary Protocols and Compression..........................................467
13.2.1 Binary Encodings..........................................................467
13.2.2 Compression.................................................................468
13.3 Streaming.................................................................................470
13.3.1 Audio and Video...........................................................470
13.3.2 Geometry and Animation.............................................473
13.3.3 Mixing and Grouping...................................................476
13.4 Revisiting the Protocol Decision..............................................477
13.5 Persistent and Tiered Services..................................................478
13.6 Clusters.....................................................................................479
13.6.1 Multidisplay Systems.....................................................479
13.6.2 Massive Models.............................................................482
13.7 Thin Clients..............................................................................482
13.8 Conclusions..............................................................................483
Index 489
|
any_adam_object | 1 |
author | Steed, Anthony Oliveira, Manuel Fradinho 1973- |
author_GND | (DE-588)143908758 (DE-588)140399666 |
author_facet | Steed, Anthony Oliveira, Manuel Fradinho 1973- |
author_role | aut aut |
author_sort | Steed, Anthony |
author_variant | a s as m f o mf mfo |
building | Verbundindex |
bvnumber | BV039154718 |
classification_tum | DAT 758f DAT 250f |
ctrlnum | (OCoLC)698851945 (DE-599)GBV60857340X |
discipline | Informatik |
format | Book |
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physical | XI, 522 S. Ill., graph. Darst. 25 cm |
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spelling | Steed, Anthony Verfasser (DE-588)143908758 aut Networked graphics building networked games and virtual environments Anthony Steed ; Manuel Fradinho Oliveira Amsterdam [u.a.] Elsevier, Morgan Kaufmann 2010 XI, 522 S. Ill., graph. Darst. 25 cm txt rdacontent n rdamedia nc rdacarrier Literaturangaben Computerspiel (DE-588)4010457-6 gnd rswk-swf Rechnernetz (DE-588)4070085-9 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Online-Spiel (DE-588)4509428-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Online-Spiel (DE-588)4509428-7 s Computergrafik (DE-588)4010450-3 s Rechnernetz (DE-588)4070085-9 s DE-604 Oliveira, Manuel Fradinho 1973- Verfasser (DE-588)140399666 aut http://www.gbv.de/dms/ilmenau/toc/60857340X.PDF Inhaltsverzeichnis kostenfrei DE-601 pdf/application http://www.gbv.de/dms/bowker/toc/9780123744234.pdf Inhaltsverzeichnis HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024172393&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Steed, Anthony Oliveira, Manuel Fradinho 1973- Networked graphics building networked games and virtual environments Computerspiel (DE-588)4010457-6 gnd Rechnernetz (DE-588)4070085-9 gnd Computergrafik (DE-588)4010450-3 gnd Online-Spiel (DE-588)4509428-7 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4070085-9 (DE-588)4010450-3 (DE-588)4509428-7 |
title | Networked graphics building networked games and virtual environments |
title_auth | Networked graphics building networked games and virtual environments |
title_exact_search | Networked graphics building networked games and virtual environments |
title_full | Networked graphics building networked games and virtual environments Anthony Steed ; Manuel Fradinho Oliveira |
title_fullStr | Networked graphics building networked games and virtual environments Anthony Steed ; Manuel Fradinho Oliveira |
title_full_unstemmed | Networked graphics building networked games and virtual environments Anthony Steed ; Manuel Fradinho Oliveira |
title_short | Networked graphics |
title_sort | networked graphics building networked games and virtual environments |
title_sub | building networked games and virtual environments |
topic | Computerspiel (DE-588)4010457-6 gnd Rechnernetz (DE-588)4070085-9 gnd Computergrafik (DE-588)4010450-3 gnd Online-Spiel (DE-588)4509428-7 gnd |
topic_facet | Computerspiel Rechnernetz Computergrafik Online-Spiel |
url | http://www.gbv.de/dms/ilmenau/toc/60857340X.PDF http://www.gbv.de/dms/bowker/toc/9780123744234.pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024172393&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT steedanthony networkedgraphicsbuildingnetworkedgamesandvirtualenvironments AT oliveiramanuelfradinho networkedgraphicsbuildingnetworkedgamesandvirtualenvironments |