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Client/server gaming architecture refers to a typical distributed architecture for the support of networked games. In this architecture, a single node plays the role of the server, i.e., it maintains the game state and communicates with all other nodes (the clients). The server notifies game moves generated by players and computes the game state updates.
Online Gaming Architectures
An online gaming architecture is typically composed of two types of entities: client entities (CEs) and game state server entities (GSSEs). A CE is a client software application that performs input/output with its player and receives/notifies events to the GSSE to which it is connected. Stated simply, a CE acts as a viewport to the game state and passes commands issued by its player to the GSSE. The GSSE computes the advancements of the game state.
Client/Server Architecture
The client/server architecture is the classic solution used in commercial game products,...
References
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Ferretti, S., D’Angelo, G. (2018). Client/Server Gaming Architectures. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_272-1
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