Abstract
In this paper, we propose a way of distributed processing of realtime physics simulations for 3D video games with a large virtual space. The basic idea of the proposed method is to divide a given virtual space into multiple subspaces, and to simulate each subspace with a physics simulator running on a container of virtual environment by assuming that subspaces are sufficiently independent so that each simulation is not affected by the others. In the prototype system we have implemented, the configuration of objects in the subspace allocated to a client is exchanged among hosts every few frames through WebSocket. According to the experiments conducted with the prototype system, it is confirmed that we could achieve a sufficiently high processing speed and high frame rate by bounding the number of objects in each subspace, even if the entire virtual space contains a huge number of virtual objects exceeding 10,000.
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MinecraftPocketEdition. http://www.pocketmine.net/.
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Genymotion. https://www.genymotion.com.
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FRep. http://strai.x0.com/frep/.
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Saito, S., Fujita, S. (2022). Realtime Physics Simulation of Large Virtual Space with Docker Containers. In: Shen, H., et al. Parallel and Distributed Computing, Applications and Technologies. PDCAT 2021. Lecture Notes in Computer Science(), vol 13148. Springer, Cham. https://doi.org/10.1007/978-3-030-96772-7_23
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