Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Using a distributed quadtree index in peer-to-peer networks
The VLDB Journal — The International Journal on Very Large Data Bases
Enhancing Neighborship Consistency for Peer-to-Peer Distributed Virtual Environments
ICDCSW '07 Proceedings of the 27th International Conference on Distributed Computing Systems Workshops
Modeling Heterogeneous User Churn and Local Resilience of Unstructured P2P Networks
ICNP '06 Proceedings of the Proceedings of the 2006 IEEE International Conference on Network Protocols
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Providing full awareness to distributed virtual environments based on peer-to-peer architectures
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework
Proceedings of the International Conference on the Foundations of Digital Games
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Massively Multiplayer Online Games (MMOGs) and Virtual Worlds are among the most popular applications on the internet. As player numbers increase, the limits of the currently dominant client/server architecture are becoming obvious. In this paper, we propose a new distributed event dissemination protocol for Virtual Worlds and MMOGs. This protocol is based on the idea of mutual notification: all players send their game event messages directly to all neighbouring players inside their Area of Interest (AOI). The connectedness of the system is ensured by binding neighbours. They are selected using quad-trees. We show by simulation that the proposed system achieves practical performance for Virtual Worlds and MMOGs.