Designing Quake 3: Conceptual Architecture for Multiplayer
School
Queens University**We aren't endorsed by this school
Course
CISC 322
Subject
Geography
Date
Dec 11, 2024
Pages
1
Uploaded by MasterMorningViper18
Exercise 2: Quake 3It’s early 1998 (yes, there were already computers back then :-)), and you are architect at “id”, the developers of (amongst others) the Quake video game franchise. Quake 3 is supposed to be a multiplayer 3D shooterinvolving:•different gameplay modes with online opponents and realistic AI bots•powerful modding of the game via a domain-specific language•automatic client-side latency adaptation to ensure smooth gameplay•more realistic physics and sound engines•easier debugging than the previous Quake gamesPropose a conceptual architecture for Quake 3, focusing on the use case “the player tries to dodge an incoming fireball”. Similar to the first design exercise:•identify the major non-functional requirements•use them to justify the architectural style(s) you are applying•systematically identify the major components and their interconnections•use a boxes-and-arrows diagram to explain your architecture•explain clearly the goal of each component/interconnectionHINT: use a sequence diagram to go from use case to boxes-and-arrows.