Summary: | 碩士 === 國立臺灣科技大學 === 電子工程系 === 91 === With the advance in multi-media systems and high speed networking technologies, many multiplayer computer games (MCGs) published, and began to serve numerous players. More and more people enjoy this entertainment and it challenges the capacity of system. Distributed virtual environment (DVE) system is an important part of the research that MCG base on, therefore if we can design a scalable and efficient DVE system, we may serve more players in MCGs or even support new types of MCGs.
In a DVE, participants exchange their information on network by sending messages. When a message is sent, usually only part of the entities are interested in it, and it would be superfluous to others if they receive it. In order to reduce the wasteful of bandwidth cost, system always maintains an interest management to divide the entities into groups and only send messages to the groups which would be interested in it. In this dissertation, we describe two well-known grouping strategies: entity-based grouping and cell-based grouping, and present our tracking-needless grouping which improve on cell-based grouping by avoiding the calculation of visible set and simplifying updating group. Finally, we evaluate the influence of cell size on cost and figure out the tradeoff between grouping overhead and bandwidth requirement.
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