OpenGLD - A Multi-user Single State Architecture for Multiplayer Game Development

Multi-user applications can be complex to develop due to their large or intricate nature. Many of the issues encountered are related to performance and security. These issues are exacerbated when the scale of the application increases. This paper introduces a novel distributed architecture called OpenGL|D (OpenGL Distributed). This technology enables an application to pass through the graphical calls between a Virtual Machine (VM) and the graphics processing unit (GPU) on the native host across a network. This ability allows applications to run inside a virtual machine (VM), whilst still benefiting from hardware accelerated performance from the GPU for the computationally intensive graphical processing. This allows for the development of 3D software requiring no dependencies on specific hardware or technology other than ANSI C and a network stack, demonstrating our approach to platform agnostic development and digital preservation.

[1]  Dick C. A. Bulterman,et al.  Multimedia Synchronization and UNIX , 1991, NOSSDAV.

[2]  T. Kaukoranta,et al.  A Review on Networking and Multiplayer Computer Games , 2002 .

[3]  Constantinos Dovrolis,et al.  Bandwidth requirement and state consistency in three multiplayer game architectures , 2003, NetGames '03.

[4]  Dimitrios Metafas,et al.  A real-time streaming games-on-demand system , 2008, DIMEA.

[5]  Richard F. Paige,et al.  A Novel Approach to the Detection of Cheating in Multiplayer Online Games , 2007, 12th IEEE International Conference on Engineering Complex Computer Systems (ICECCS 2007).

[6]  Padmanabhan Santhanam,et al.  Managing the maintenance of ported, outsourced, and legacy software via orthogonal defect classification , 2001, Proceedings IEEE International Conference on Software Maintenance. ICSM 2001.

[7]  Jian He,et al.  iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency , 2014, IEEE Transactions on Circuits and Systems for Video Technology.

[8]  Timo Kaukoranta,et al.  Aspects of networking in multiplayer computer games , 2002, Electron. Libr..

[9]  Christos Gatzidis,et al.  Distributed DeepThought: Synchronising complex network multi-player games in a scalable and flexible manner , 2013, 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS).

[10]  Alf Inge Wang,et al.  Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency , 2009, Int. J. Comput. Games Technol..