Skip to main content

A Proposal for a Computational Framework Architecture and Design for Massive Virtual World Generation and Simulation

  • Conference paper
  • First Online:
Extended Reality (XR Salento 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13445))

Included in the following conference series:

  • 1222 Accesses

Abstract

In recent decades, computer games have become a pervasive form of entertainment leading to dramatic growth in complexity and scale in terms of content and employed technologies. However, several flaws in design methodology complicate the development process of massive and highly interactive virtual worlds. This paper proposes a novel architecture for a computational framework to cope with the growing complexity and scale of computer games. The research done should provide both a conceptual basis for a data driven development methodology and a practical implementation of systems designed for integration of various computation technologies. This paper lays out the proposed architecture, discusses concepts and design considerations involved and notes future research required.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 64.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 84.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Andrea Catania: Godex, March 2022. https://github.com/GodotECS/godex. Accessed 29 Mar 2022

  2. Barnes, J.H., Hut, P.: A hierarchical o(n log n) force-calculation algorithm. Nature 324, 446–449 (1986)

    Google Scholar 

  3. Barr, M., Copeland-Stewart, A.: Playing video games during the Covid-19 pandemic and effects on players’ well-being. Games Cult. 17(1), 122–139 (2022). https://doi.org/10.1177/15554120211017036

  4. Bay 12 Games: Slaves to Armok: God of blood Achapter II: Dwarf fortress. https://www.bay12games.com/dwarves. Accessed 1 Mar 2022

  5. CesiumGS: 3D Tiles, February 2022. https://github.com/CesiumGS/3d-tiles/blob/main/3d-tiles-reference-card.pdf. Accessed 1 Mar 2022

  6. Chan, K.H., Im, S.K.: Fast Grid-Based Fluid Dynamics Simulation with Conservation of Momentum and Kinetic Energy on GPU, pp. 299–310, December 2017. https://doi.org/10.1007/978-3-319-71598-8_27

  7. Deering, M.: The Limits Of Human Vision, October 2000

    Google Scholar 

  8. Gerke Max Preussner: East coast devcon 2014: Concurrency & parallelism in ue4 - tips for programming with many CPU cores, April 2015. https://www.slideshare.net/GerkeMaxPreussner/concurrency-parallelism-in-ue4-tips-for-programming-with-many-cpu-cores. Accessed 29 Mar 2022

  9. Ghost Ship Games: Deep rock galactic. https://store.steampowered.com/app/548430/Deep_Rock_Galactic. Accessed 1 Mar 2022

  10. Ali, H.: Why OOP is not performance efficient, May 2020. https://www.linkedin.com/pulse/why-we-need-move-from-oop-hadid-ali. Accessed 29 Mar 2022

  11. Hello Games: No Man’s Sky. https://www.nomanssky.com. Accessed 1 Mar 2022

  12. Turner-Trauring, I.: Massive memory overhead: Numbers in python and how NumPy helps, October 2021. https://pythonspeed.com/articles/python-integers-memory. Accessed 29 Mar 2022

  13. Bonastre, J.: Why should I use threads instead of coroutines?, November 2016. https://support.unity.com/hc/en-us/articles/208707516-Why-should-I-use-Threads-instead-of-Coroutines. Accessed 29 Mar 2022

  14. Rupp, K.: 42 years of microprocessor trend data, February 2018. https://www.karlrupp.net/2018/02/42-years-of-microprocessor-trend-data. Accessed 29 Mar 2022

  15. Carbotte, K.: Nvidia’s new Titan v pushes 110 teraflops from a single chip, December 2017. https://www.tomshardware.com/news/nvidia-titan-v-110-teraflops,36085.html. Accessed 29 Mar 2022

  16. Ludeon Studios: Rimworld. https://store.steampowered.com/app/294100/RimWorld. Accessed 1 Mar 2022

  17. Medi Madelen Gwosdz: If everyone hates it, why is OOP still so widespread?, September 2020. https://stackoverflow.blog/2020/09/02/if-everyone-hates-it-why-is-oop-still-so-widely-spread. Accessed 29 Mar 2022

  18. Michele Caini: EnTT, March 2022. https://github.com/skypjack/entt. Accessed 29 Mar 2022

  19. Bailey, M.: Parallel programming: Moore’s law and multicore, March 2022. https://web.engr.oregonstate.edu/~mjb/cs475/Handouts/moores.law.and.multicore.2 pp.pdf.Accessed 29 Mar 2022

  20. Mobius Digital: Outer wilds, https://store.steampowered.com/app/753640/Outer_Wilds. Accessed 1 Mar 2022

  21. Mojang Studios: Minecraft. https://www.minecraft.net. Accessed 1 Mar 2022

  22. Netcore Games: Tales of Maj’eyal, https://te4.org. Accessed 1 Mar 2022

  23. Nintendo: The legend of Zelda: Breath of the wild. https://www.zelda.com/breath-of-the-wild. Accessed 1 Mar 2022

  24. NVIDIA Corporation & affiliates: CUDA C++ Programming Guide, March 2022. https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html. Accessed 29 Mar 2022

  25. Gallaga, O.L.: Is it really worth upgrading your PC for ‘ultra’ gaming graphics?, February 2021. https://debugger.medium.com/is-it-really-worth-upgrading-your-pc-for-ultra-gaming-graphics-634c61c6f75f. Accessed 29 Mar 2022

  26. Python Software Foundation: Built-in Types, March 2022. https://docs.python.org/3/library/stdtypes.html. Accessed 29 Mar 2022

  27. RasterGrid Kft.: GPU based dynamic geometry LOD, October 2010. https://www.rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod. Accessed 29 Mar 2022

  28. Meredith, R.: Simple multithreading for unity, July 2017. https://richardmeredith.net/2017/07/simple-multithreading-for-unity. Accessed 29 Mar 2022

  29. Springel, V.: E pur si muove:galilean-invariant cosmological hydrodynamical simulations on a moving mesh. 401(2), 791–851 (2010). https://doi.org/10.1111/j.1365-2966.2009.15715.x

  30. System Era Softworks: Astroneer. https://store.steampowered.com/app/361420/ASTRONEER. Accessed 1 Mar 2022

  31. Unity Technologies: Compute shaders. March 2022. https://docs.unity3d.com/2022.2/Documentation/Manual/class-ComputeShader.html. Accessed 29 Mar 2022

  32. Unity Technologies: Entities overview, March 2022. https://docs.unity3d.com/Packages/com.unity.entities@0.50/manual/index.html. Accessed 29 Mar 2022

  33. Blanco, V.: Multithreading overview March 2021. https://vkguide.dev/docs/extra-chapter/multithreading. Accessed 29 Mar 2022

  34. Weinberger, R., Springel, V., Pakmor, R.: The Arepo public code release. Astrophys. J. Suppl. Ser. 248(2), 32 (2020). https://doi.org/10.3847/1538-4365/ab908c

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Zintis Erics .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Erics, Z., Cirulis, A. (2022). A Proposal for a Computational Framework Architecture and Design for Massive Virtual World Generation and Simulation. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2022. Lecture Notes in Computer Science, vol 13445. Springer, Cham. https://doi.org/10.1007/978-3-031-15546-8_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15546-8_3

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15545-1

  • Online ISBN: 978-3-031-15546-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics