A Cloud-Based Path-finding Framework: Improving the Performance of Real-Time Navigation in Games

Jordan Rowe, Amanda Whitbrook, Minsi Chen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This paper reviews current research in Cloud utilisation within games and finds that there is little beyond Cloud gaming and Cloud MMOs. To this end, a proof-of-concept Cloud-based Path-finding framework is introduced. This was developed to determine the practicality of relocating the computation for navigation problems from consumer-grade clients to powerful business-grade servers, with the aim of improving performance. The results gathered suggest that the solution might be impractical. However, because of the poor quality of the data, the results are largely inconclusive. Thus recommendations and questions for future research are posed.
Original languageEnglish
Title of host publicationProceedings of the 10th International Conference on Utility and Cloud Computing
PublisherAssociation for Computing Machinery (ACM)
Pages227-231
Number of pages5
ISBN (Electronic)9781450351959
DOIs
Publication statusPublished - 2017
Event10th International Conference on Utility and Cloud Computing - AT&T Hotel and Conference Center, Austin, United States
Duration: 5 Dec 20178 Dec 2017
Conference number: 10
http://www.depts.ttu.edu/cac/conferences/ucc2017/ (Link to Conference Website)

Conference

Conference10th International Conference on Utility and Cloud Computing
Abbreviated titleUCC '17
CountryUnited States
CityAustin
Period5/12/178/12/17
Internet address

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Rowe, J., Whitbrook, A., & Chen, M. (2017). A Cloud-Based Path-finding Framework: Improving the Performance of Real-Time Navigation in Games. In Proceedings of the 10th International Conference on Utility and Cloud Computing (pp. 227-231). Association for Computing Machinery (ACM). https://doi.org/10.1145/3147234.3148097