Most of MMORPGs are built according to client-server architecture. That’s why an application has to be installed on the player’s computer in order for him to play. Meanwhile, server of the game is located in remote location. All clients’ programs will be communicating with the server (Wilson Tracy V 2007).
Basically, the client’s PC maintains nearly everything to represent the world of the game, including the world maps, landscapes, what different characters look like, and what different mobs look like. They exist in a repository maintained by the client’s program in form of databases and file systems. Additionally, the client’s program implements algorithms that manage what the player will see, and how players will control their characters.
On another side, the server administers events that occur globally throughout the world map. Information of characters’ locations and actions are sent by clients and captured by the server. Then the server has to come up with responses which will be sent back to the clients. Therefore, server enables players to interact in real-time. Some of responsibilities that the server undertakes are:
- Comparing the location between a player’s character and other characters, mobs, NPCs, etc.
- Calculating whether a character is in range of the mob the player wants to attack.
- Instructing players’ computer to display a mob’s death animation when they kill it.
- Calculating the probability of whether players’ attacks are successful (Wilson Tracy V 2007).
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