Smoothened the introduction & background

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Jonatan Pålsson 2011-05-13 09:13:20 +02:00
parent 6c4b63fe34
commit 4764eb2df7

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@ -387,7 +387,7 @@ Introduction
\begin_layout Standard
Online gaming, and computer gaming in general has become an important part
in many peoples day-to day lives.
in the day-to-day lives of many people.
A few years ago, computer games were not at all as popular as they are
today.
With the advances in computer graphics and computer hardware today's games
@ -441,7 +441,7 @@ textbf{NetHack}}{An early computer game developed by the NetHack team, arguably
\begin_layout Standard
The early computer games featured simple, or no graphics at all
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key "nethack:website"
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@ -475,7 +475,7 @@ Drop a reference to the gaming industry pressuring more advanced hardware
picture industry.
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key "esa:website,thenumbers:website"
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@ -644,14 +644,7 @@ generic
framework for developing network games.
The framework is generic in the sense that it is not bound to a specific
game.
There are many different types of games, some are inherently more time
sensitive than others Strategy games are examples of games which are not
very sensitive to time delays, first-person shooters however, can be very
sensitive.
\end_layout
\begin_layout Standard
The generic nature of the GGS allows the creation of many different types
The generic nature of the GGS allows the creation of many different types
of games, the motivation behind this is to remove the necessity of writing
new game servers when developing new games.
\end_layout
@ -791,8 +784,9 @@ s, leaving the public unable to contact emergency services.
\begin_layout Standard
Moving back to the gaming industry.
The main reason to develop reliable servers is a higher revenue, to achive
this it is important for game companies to expand their customer base.
The main reason to develop reliable servers is a higher revenue for game
companies, to achive this it is important for game companies to expand
their customer base.
Reliable game servers will create a good image of the company.
In general the downtime of game servers is much higher than the downtime
of telecom systems even so the overall structure of the systems is similar
@ -805,12 +799,9 @@ Moving back to the gaming industry.
\begin_layout Standard
In the current state game servers are developed on a per-game basis, often
this seems like bad practice.
Developers of multiplayer games need to understand network programming,
which can be a problem for small companies and independent game developers
who often lack expertise in that field.
A way to help game developers in developign servers would be to offer a
generic game server which gives developers an environment in which they
can implement their game.
A way to help game developers in developing servers more efficiently would
be to offer a generic game server which gives developers an environment
in which developers can implement their game.
This approach would not only make it easier to develop network games, it
would also allow games in different programming languages to be implemented
using the same server.
@ -917,7 +908,7 @@ The server behaves in a way similar to an application server, but is designed
to the clients.
In order to more easily understand the purpose of the GGS, it can be of
use to briefly think of application servers, thereafter viewing the differences
between the GGS and application servers.
between the GGS and regular application servers.
\end_layout
\begin_layout Standard