The DASH prototype: implementation and performance
ISCA '92 Proceedings of the 19th annual international symposium on Computer architecture
Lazy consistency using loosely synchronized clocks
PODC '97 Proceedings of the sixteenth annual ACM symposium on Principles of distributed computing
Update propagation protocols for replicated databates
SIGMOD '99 Proceedings of the 1999 ACM SIGMOD international conference on Management of data
Data structures for mobile data
SODA '97 Proceedings of the eighth annual ACM-SIAM symposium on Discrete algorithms
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Techniques for handling scale and distribution in virtual worlds
EW 7 Proceedings of the 7th workshop on ACM SIGOPS European workshop: Systems support for worldwide applications
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Data-aware connectivity in mobile replicated systems
Proceedings of the Eighth ACM International Workshop on Data Engineering for Wireless and Mobile Access
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders
Proceedings of the 5th ACM Multimedia Systems Conference
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Building a distributed middleware infrastructure that provides the low latency required for massively multiplayer games while still maintaining consistency is non-trivial. Previous attempts have used static partitioning or client-based peer-to-peer techniques that do not scale well to a large number of players, perform poorly under dynamic workloads or hotspots, and impose significant programming burdens on game developers. We show that it is possible to build a scalable distributed system, called Matrix, that is easily usable by game developers. We show experimentally that Matrix provides good performance, especially when hotspots occur.