• Main Navigation
  • Main Content
  • Sidebar

Russian Digital Libraries Journal

  • Home
  • About
    • About the Journal
    • Aims and Scopes
    • Themes
    • Editor-in-Chief
    • Editorial Team
    • Submissions
    • Open Access Statement
    • Privacy Statement
    • Contact
  • Current
  • Archives
  • Register
  • Login
  • Search
Published since 1998
ISSN 1562-5419
16+
Language
  • Русский
  • English

Search

Advanced filters

Search Results

Comparison of Client-Server Solutions in the Development of Massively Multiplayer Online Games on Unity

Ilnur Radikovich Mukhametkhanov, Murad Rustemovich Khafizov, Aleksey Vitalevich Shubin
472-488
Abstract:

This paper presents a critique of the traditional approach used to create a multiplayer game in the Unity real-time interactive application development system, especially in the case of a large number of concurrent users. As a hypothesis, an alternative option, which is not common, but which solves many of the problems of the previous approach, is proposed. Two client-server solutions have been compared for developing multiplayer online games in Unity, and the advantages of both approaches have been described for different cases. A game development architecture using a more up-to-date method is proposed: instead of the Mirror library, a standard toolkit for Unity development, microservices written in Golang are used. We present solid proofs of the preference of the alternative approach, the main advantage of which is the support of modern architecture providing high-speed communication between microservices, supported tests on messaging on different platforms.


The test results confirm the hypothesis put forth, and we can conclude that the Unity bundle with Golang is more effective for multiplayer video games.


The article also contains basic methods for debugging multi-threaded application in Golang bundled with Unity game development system and suggests a technological method that allows to get a fast way of data transfer between the client and the server.

Keywords: game engine, microservices, Unity, Golang, Mirror, videogame, multiplayer.

The Typology of Cooperative Mechanics in Multiplayer Videogames

Danil Azatovich Khamatnurov, Aleksey Vitalevich Shubin
328-345
Abstract:

Cooperative mechanics of multiplayer video games are typified. Cooperative game mechanics are the key elements of gameplay design that determine the ways of interaction between players in cooperative gameplay. Existing research in this area is analyzed and the main principles influencing the success of cooperative interaction are identified. Eight types of cooperative mechanics were identified and classified: cooperative, cooperative-emergent, altruistic, socio-economic, complementary, simultaneous control, penalty, and chain mechanics.


The authors concluded that successful cooperative mechanics are built on the principles of complementary roles, the combination of different abilities, and the need to distribute tasks for the sake of achieving a common goal. The proposed classification contributes to the systematization of knowledge in the field of game design and can be useful for developers of multiplayer video games. In the future, the classification can be refined and expanded taking into account the evolution of the industry and the emergence of new forms of cooperation.

Keywords: cooperative mechanics, multiplayer video games, game design, classification.

Procedural Methods for Skinning Humanoid Characters

Rim Radikovich Gazizov, Aleksey Vitalevich Shubin
404-440
Abstract:

The procedure for setting vertex weights is a very time consuming and difficult task for any 3D model artist. Therefore, the use of procedural methods to facilitate this procedure is very important.


This article analyzes various skinning techniques and identifies their advantages and disadvantages. The most frequent variants of skinning defects that arise when using standard approaches are described. The analysis of tools for skinning in the Maya 3D modeling environment has been carried out. Methods for solving some of the existing problems are proposed, but do not imply a procedural solution. Also, on the basis of neural networks, an idea of their own solution was proposed as an additional tool for the Maya program. This tool will overcome most of the disadvantages of other methods and speed up the skinning process of the model.

Keywords: 3D modeling, vertexes, rigging, neural networks.

Designing a Tool for Creating Gameplay through the Systematization of Game Mechanics

Aleksey Vitalevich Shubin, Vlada Vladimirovna Kugurakova
774-795
Abstract:

A new approach to the development of a tool aimed at simplifying the workflow of a game designer is presented. The requirements are elaborated, the work scenario is developed and the main parameters for the developed tool are specified. The main objective of the tool is to speed up and facilitate the selection of proper game mechanics without the need to spend valuable time on lengthy analysis of other videogame projects.


To provide more effective work of game designers in the selection of game mechanics, we analyzed a variety of approaches to the classification of game mechanics. In the process of the research various methods of classification of game mechanics were considered, the analysis revealed which classifications are more suitable for decomposition of game mechanics. The results of the research allowed us to identify key aspects of game mechanics, which will serve as a foundation for the development of the tool.


This research represents an important step in creating a tool that will optimize the game design process and increase the speed of videogame development.

Keywords: game design, classification, game mechanics, automatization, videogame.

The Concept of Automatic Creation Tool for Computer Game Scenario Prototype

Aleksey Vitalevich Shubin, Gulnara Faritovna Sahibgareeva, Vlada Vladimirovna Kugurakova
533-552
Abstract:

The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project.


Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.

Keywords: video game, software engineering, game design.
1 - 5 of 5 items
Information
  • For Readers
  • For Authors
  • For Librarians
Make a Submission
Current Issue
  • Atom logo
  • RSS2 logo
  • RSS1 logo

Russian Digital Libraries Journal

ISSN 1562-5419

Information

  • About the Journal
  • Aims and Scopes
  • Themes
  • Author Guidelines
  • Submissions
  • Privacy Statement
  • Contact
  • eLIBRARY.RU
  • dblp computer science bibliography

Send a manuscript

Authors need to register with the journal prior to submitting or, if already registered, can simply log in and begin the five-step process.

Make a Submission
About this Publishing System

© 2015-2025 Kazan Federal University; Institute of the Information Society