D-ECS: Towards decentralising video games
Résumé
Current multiplayer video games are hard to scale in the number of players and simulated entities. Multiplayer architectures beyond basic client-server architectures are not provided by game engines and must be re-implemented for each game. Peer-to-peer approaches have been proposed to improve scalability, either to reduce the server network load created by broadcasts, or to create a scalable server infrastructure based on multiple machines. However, this approach increases the complexity of video game architectures. We provide a model to adapt games for p2p multiplayer, separating game and network logic. It allows for a game to be in a client-server or peer-to-peer setting seamlessly for any kind of game. We show how it can be applied to improve the performances and identify its security requirements and associated countermeasures.
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