OpenGL

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Authors: Pedersen, K., Gatzidis, C. and Tang, W.

http://eprints.bournemouth.ac.uk/31543/

Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume: 10830 LNCS

Pages: 57-74

eISSN: 1611-3349

ISBN: 9783662566718

ISSN: 0302-9743

DOI: 10.1007/978-3-662-56672-5_5

© Springer-Verlag GmbH Germany, part of Springer Nature 2018. Synchronising state between multiple connected clients can be a challenging task. However, the need to carry this out is becoming much greater as a larger number of software packages are becoming collaborative across a network. Online multiplayer games in particular are already extremely popular but the synchronisation methods and architecture have largely remained the same. OpenGL Distributed, presented here, aims to provide not only an alternative to this architecture allowing for a greatly simplified development pipeline, but also the opportunity for a number of additional features and design patterns. The architecture provided by OpenGL D is such that no state information needs to be transferred between clients. Instead, the OpenGL API has been utilised as a platform agnostic protocol. This means that graphical calls can be streamed to each client rather than relying on manual synchronisation of application domain specific data. Initial test results are discussed, including performance evaluation using data from a number of small prototypes developed within a constrained 48-h timeframe. These results are compared and evaluated against a more traditional approach to network multiplayer by id Software’s QuakeWorld client. It should be noted that this article is an extended version of the work we published in the proceedings of the Cyberworlds 2017 conference [1].

The data on this page was last updated at 04:50 on December 17, 2018.