From a Single to MultiServer Online Game:A Quake 3 Case Study Using RTF
Fast-pacedactiononlinegameslikeFirstPersonShooters(FPS)posehighdemandsonresourcesandthusrequiremulti-serverarchitecturesinordertoscaletohigherplayernumbers.However,theirmulti-serverimplementationisachallengingtask:thegameprocessingneedstobeparal-lelizedandthesynchronizationofthedistrib
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很好的资源,可以对Quake的代码有更好的理解