Evaluation of architectures of action games developing using CORBA distribuition

Authors

  • Hendrik Teixeira Macedo Centro de Informática, Universidade Federal de Pernambuco
  • Rogério de C. Andrade Centro de Informática, Universidade Federal de Pernambuco
  • Dave A. T. Cavalcanti Centro de Informática, Universidade Federal de Pernambuco
  • Charles A. G. Madeira Centro de Informática, Universidade Federal de Pernambuco
  • Alessandro C. M. de Araújo Centro de Informática, Universidade Federal de Pernambuco
  • Carlos A. G. Ferraz Centro de Informática, Universidade Federal de Pernambuco

Abstract

This paper identifies the main problems related to the development of distributed multi-user games and presents three different architectures to implement this kind of games using the CORBA distribution platform. The architectures were implemented in an action game aiming at evaluating them with respect to packets traffic, bandwidth requirements, events lost and data consistency on the redrawing process of each player’s screen. As results, we see that to different kind of games the use of appropriate architectures may lead to a great processing economy, network traffic reduction and gains on the user presentation quality.

Published

2011-11-20

How to Cite

Macedo, H. T., Andrade, R. de C., Cavalcanti, D. A. T., Madeira, C. A. G., de Araújo, A. C. M., & Ferraz, C. A. G. (2011). Evaluation of architectures of action games developing using CORBA distribuition. Scientia Plena, 1(4). Retrieved from https://www.scientiaplena.org.br/sp/article/view/570