Controle de concorrência para jogos eletrônicos baseados em máquinas virtuais

AUTOR(ES)
DATA DE PUBLICAÇÃO

2005

RESUMO

The domain of electronic games has shown an important growth in the last years. Building an electronic game is a complex task and requires a proper development toolset, including a runtime support and a programming language. Both the engine and the middleware normally employed in the development of an electronic game should meet some basic requirements, such as portability, multilanguage, asynchronism and concurrency control. Moreover, an ideal concurrency model must provide fine control, determinism and a programming interface oriented to game development. However, present concurrent languages and systems do not fulfill all those requirements in an integrated fashion and, in general, they do not provide a simple and safe programming interface. This dissertation presents a concurrency model for the Virtuosi system, an object-oriented middleware based on a collection of cooperating virtual machines, and shows its usability in the context of the game development area. The proposed model includes in a coherent and homogeneous fashion the main concurrency mechanisms found in the literature and in modern systems and languages. It makes it possible to use the mechanisms for asynchronism and concurrency control either implicitly or explicitly, thus providing a high degree of flexibility. It can be extended by users to include new styles of timers to fulfill electronic games specific needs. Finally, the model is formalized and mapped into a programming language, thus permitting more robust code with respect to concurrency control.

ASSUNTO(S)

sistema de computação virtual métodos orientados a objetos (computação) jogos eletrônicos ciencia da computacao

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