Database research in computer games
Proceedings of the 2009 ACM SIGMOD International Conference on Management of data
Distributed scene graph to enable thousands of interacting users in a virtual environment
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Fast checkpoint recovery algorithms for frequently consistent applications
Proceedings of the 2011 ACM SIGMOD International Conference on Management of data
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
Scaling virtual worlds: simulation requirements and challenges
Proceedings of the Winter Simulation Conference
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
An experimental analysis of iterated spatial joins in main memory
Proceedings of the VLDB Endowment
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Hi-index | 0.00 |
Networked virtual environments (net-VEs) are the next wave of digital entertainment, with Massively Multiplayer Online Games (MMOs) a very popular instance. Current MMO architectures are server-centric in that all game logic is executed at the servers of the company hosting the game. This architecture has lead to severe scalability problems, in particular since MMOs require realistic graphics and game physics – computationally expensive tasks that are currently computed centrally. We propose a distributed action based protocol for net-VEs that pushes most computation to the computers of the players and thereby achieves massive scalability. The key feature of our proposal is a novel distributed consistency model that allows us to explore the tradeoff between scalability, computational complexity at the server, and consistency. We investigate our model both theoretically and through a comprehensive experimental evaluation.