Revisited 2.10
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report.lyx
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report.lyx
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@ -3375,20 +3375,21 @@ Testing
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There are several ways in which the GGS can be tested.
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The most important aspect has been deemed to be the experience players
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have when using the GGS.
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In order to test the user experience of the GGS, a realistic usage scenario
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has to be set up.
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To test the user experience of the GGS, a realistic usage scenario has
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to be set up.
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\end_layout
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\begin_layout Standard
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The GGS is intended to be used for powering games which have many concurrent
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players.
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The players need not participate in the same instance of the game, games
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such as chess are prime candidates for the GGS.
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The players does not need to participate in the same instance of the game,
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games such as chess are prime candidates for the GGS.
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\end_layout
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\begin_layout Standard
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When developing the GGS, two main categories of games exhibiting different
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performance demands were identified; real-time games and turn-based games.
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performance requirements were identified; real-time games and turn-based
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games.
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The real-time games were deemed more demanding than the turn based games.
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Tests were carried out using a real time game, since this is the more demanding
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type of games.
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@ -3399,11 +3400,11 @@ The real time game chosen for testing the GGS is
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\emph on
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Pong
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\emph default
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, a game in which two players play a game involving a all and two paddles.
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, a game in which two players play a game involving a ball and two paddles.
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The goal for each player is to shoot beside the other players paddle while
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not allowing the ball to pass by her own paddle.
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The game requires real time updates and is quite demanding when played
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in several instances concurrently.
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The game requires real time updates and is demanding when played in several
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instances concurrently.
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\end_layout
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\begin_layout Standard
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@ -3420,7 +3421,7 @@ bots
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\emph default
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for testing his generic hazard-gaming server.
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Lidholt describes how his server, capable of running several different
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casino games is tested using artificial players, so called bots.
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casino games are tested using artificial players, so called bots.
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Performance is measured in
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\begin_inset Quotes eld
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\end_inset
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@ -3446,8 +3447,8 @@ reference "chap:Results-and-discussion"
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for each player.
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Due to lack of hardware, not enough player processes could be started in
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this way.
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The bots were re-written in Erlang, and due to Erlang's light weigh threads,
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enough processes could be created to successfully test the server.
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The bots were rewritten in Erlang, and due to Erlang's light weigh threads,
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enough processes could be created to test successfully the server.
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\end_layout
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\begin_layout Chapter
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