Using spatial techniques to decrease message passing in a distributed VE system
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
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
An Adaptive Interest Management Scheme for Distributed Virtual Environments
Proceedings of the 19th Workshop on Principles of Advanced and Distributed Simulation
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
CAN mobile gaming be improved?
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Analysis of application partitioning for massively multiplayer mobile gaming
Proceedings of the 1st international conference on MOBILe Wireless MiddleWARE, Operating Systems, and Applications
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
SParTSim: A Space Partitioning Guided by Road Network for Distributed Traffic Simulations
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Dynamic load balancing in distributed virtual environments using heat diffusion
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Fast development and increasing trend in multiplayer mobile gaming have created a new challenge to offer better gaming experience to mobile user. With current problems in mobile network revolving around instability of its connection, one way to minimize the impact is to reduce the amount of required state update. Game world partition has been used in multiplayer online game to provide better network management and reduce the number of network traffic by filtering the receiver for state update. In this paper, we define the metric for performance analysis specifically for game world partition. Furthermore, we propose our method where its design consideration is to keep game mechanics simple but also efficient in network resource usage for mobile gaming. We call it Brickworks with Internal Partitions (BIP). In order to compare current methods with ours, we used a simulator which takes random player movement pattern as the input and generate results based on metrics explained in this paper. Our simulation shows better result for BIP compared to other traditional partition method and based on our analysis, it will not consume much of computing resources because of its simple mechanism.