On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Scaling multiplayer online games using proxy-server replication: a case study of Quake 2
Proceedings of the 16th international symposium on High performance distributed computing
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
A Case Study on Using RTF for Developing Multi-player Online Games
Euro-Par 2008 Workshops - Parallel Processing
A preliminary evaluation of backup servers for longer gaming sessions in MANETs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Simon says the color: the digital evolution of an outdoor kids game
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Ensuring fair coexistence of multimedia applications in a wireless home
WD'09 Proceedings of the 2nd IFIP conference on Wireless days
A service-oriented interface for highly interactive distributed applications
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
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Fast-paced action online games like First Person Shooters (FPS) pose high demands on resources and thus require multi-server architectures in order to scale to higher player numbers. However, their multi-server implementation is a challenging task: the game processing needs to be parallelized and the synchronization of the distributed game state needs to be efficiently implemented. As part of the European edutain@grid project 1, we are developing Real-Time Framework (RTF) -- a middleware that provides high-level support for the development of multi-server online games. This paper describes a case study on porting the open-source, single-server Quake 3 Arena game engine to a multi-server architecture using RTF and its state replication approach. We conducted extensive scalability and responsiveness experiments with the ported version of Quake 3 to evaluate the performance of our middleware. The experiments show that the responsiveness of RTF implementation can compete with the original Quake engine, and that the replication support allows to efficiently scale FPS games using multi-server processing.