Java Message Service API tutorial and reference: messaging for the J2EE platform
Java Message Service API tutorial and reference: messaging for the J2EE platform
Ejb Design Patterns: Advanced Patterns, Processes, and Idioms with Poster
Ejb Design Patterns: Advanced Patterns, Processes, and Idioms with Poster
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Dynamic reallocation rules on multi-server web-based MORPG system
International Journal of Grid and Utility Computing
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As Massively Multiplayer Online Games enjoy a huge popularity and are played by tens of thousands of players simultaneously, an efficient software architecture is needed to cope with the dynamically changing loads at the server side. In this paper we discuss a novel way to support this kind of application by dividing the virtual world into several parts, called microcells. Every server is assigned a number of microcells and by dynamically redeploying these microcells when the load in a region of the world suddenly increases, the platform is able to adapt to changing load distributions. The software architecture for this system is described and we also provide some evaluation results that indicate the performance of our platform.