2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
view, the client is relatively simple compared to the server. Security wise, the client is the most easily
compromised part of the chain, and should never be trusted for game crucial calculations.
It is also worth noting that the client/server model can be very expensive to maintain, both for the cost
of the hardware required, and the continual upkeep. Stand alone games with their "ship
em and
forget
em" style require much less overhead.
b)
Peer to peer
In peer to peer architecture
3233
, we have a set of equal nodes connected by a network. Since no node
is more important than the others, they must all be connected to each other. There is no intermediary
and each node broadcasts (or multicasts when possible) its messages to every node in the network.
Peer to peer means that communications go directly from the sending user to the receiving user(s)
without going through a central server. Peer to peer is widely used for some types of multi player
computer games such as first person shooters, as it is easy to realize and to expand from a single
player game. However, it does not scale up easily due to the lack of hierarchical structure. It is useful
when the number of participants is small or they already communicate in a LAN environment.
32
S. Singhal, M. Zyda.
Networked Virtual Environments Design and Implementation.
Addison Wesley,
1999
33
J. Smed, T. Kaukoranta, H. Hakonen.
Aspects of Networking in Multiplayer Computer Games
. In Virtual
Reality Annual International Symposium, 2001.
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