| The ecnomic crisis began to engulf the entire world from last year, and took a big hit to the economies of both countries. Of course China is no exception. Affected by the economic crisis, a large number of private enterprises, also including many government enterprises, have been closed down in most of major cities on the southeast of China. Lots of people lost their jobs and the unemployment rate continues to rise. All of the industries have been attacked by the economic crisis. However, the Chinese online game industry, as one of the economic development of Chinese Internet"locomotive", continues to maintain a rapid development while the international financial crisis continues to deteriorate. As data shows, the actual sales of Chinese online game industry income of 18.38 billion yuan in 2008 years, which created 76.6 percents more than 2007 years. Sun shoushan, the countersign of Press and Publication Administration, said that Chinese exports of online games are expected to exceed 100 million U.S. dollars in 2009 years, and Chinese online game industry will become the"new bright spot"in Chinese economic development environment under the financial crisis.With the development of online games, a large number of computer technologies have been applied to the network games. A comlete game should involve the database, network communications, graph image technologies, information security, artificial intelligence and so on.First, this paper introduces the definition and classification of network games, elaborated the change process of online games'server architectures at all stages, described the background of each architecture and analysed the advantages and disadvantages of each server architecture, then it introduced the computer-related technologis used in network games. Secondly, this paper made a detailed study on the server-side technologies, including the thread pool technology and iocp model, then gives the benefits to the development of online games by the thread technology and iocp model.Thirdly, the paper made a detailed study on several synchronization algorithms, including server-based clients'synchronization and mutual synchronization, and on this basis, the paper propesed a idea of synchronization based on messages. Namely: the message mechanism divided the messages which will be conveyed by clients into important messages and unimportant messages. The important messages must be verifyed by the server before synchronize the clients. At this time, when does the clinet perform the action was decided by the delay between the client and server. If the delay is very large, the client can perform the action immediately it sends send authentication information to the server. If the delay is very short, the client may be blocking this action, and not performing the action until the validation is returned from server. On the other hand, the unimportant messages can be directly passed between the clients in order to synchronize the clients in time and reduce network latency.In the following chapter, it simply analyse and research on the artificial intelligence technology applied to netwok games, including monsters'active attack, automatic tracking of players and intelligent routing algorithm. Finally in this chapter, a thought of routing path was proposed based on obstacles'borders. Namely: when you are finding the way, you just need to choose a path among the boundary points of all the obstacles which can leads to the target point from the beginning point. From the observations we can found that if the searched path from the starting point to the destination point is not a direct line, each change of the path's direction must have been occurred in the boundary points of some obstacles. When there are empties in the obstacles, the empties will be dealed with as boundary points. Subsequently, i did a simple testing to the thought of routing. The test results show that although this method can not guarantee it is able to find a path in much shorter time than A * search algorithm, it can be affected lessly when the distance between the starting point and the target point was changed a lot. While the consumed time will be increased obviously with the target point was moved far from the starting point. In this point, the method of routing path based on the obstacles'boundary points is stronger.Finally, the paper designed a simple example of the network game, mainly for piloting some key technologies used in the design and develoment process of online games, such as the thread pool technology and the completion of the port model, as well as Master-slave synchronization algorithm based on servers. In addition, the paper also introduced the map editor, as it is an indispensable tool to the developments of network games. In addition, also introduced the map editor, because the map editor is a network of game developers an indispensable tool. The preparation of the game maps, map-reading and map-preserving, as well as settings of events have to be accomplished by it. On the aspect of client-side, it mainly introduced the network technology and the message programming rules. All the exchanging of messages among the players are implemented by the broadcasting technology because of the lack of research on chat module.Because the author's ability is limited and the time used in programming the sample is not enough, the paper needs to be improved and perfected in many aspects such as the game plot and the scene, the game engine and the distributed architecture. |