摘要 |
A method is provided for decision streams for synchronizing visual script language processing between networked computers. A master computing device may receive a remote kickoff stream indicating master nodes to be processed on a master graph, create a master decision stream using the remote kickoff stream, process master nodes of the master graph to populate the master decision stream with states and actions during the processing, and distribute the master decision stream to clients for synchronization of private graphs. The master and private graphs may be copies of the same visual script for implementing game logic, which may be created and edited using a graphical user interface (GUI). Nodes of the graphs can be marked as master, requiring global synchronization, or private, allowing immediate local processing with reduced latency. Thus, online game designers are empowered to balance the competing concerns of state synchronization and latency. |