A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A zone based architecture for massively multi-user simulations
SpringSim '07 Proceedings of the 2007 spring simulaiton multiconference - Volume 1
Scaling in Games & Virtual Worlds
Queue - Game Development
Weak graph colorings: distributed algorithms and applications
Proceedings of the twenty-first annual symposium on Parallelism in algorithms and architectures
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The growing popularity of large-scale, highly interactive virtual reality systems such as massively multiplayer online games (MMOGs) necessitates highly robust and efficient architectures. Distributed implementations are common, but they must deal with challenges such as supporting very large numbers of closely interacting users, the need to maintain robustness in the face of hardware failure, balancing the processing load, reducing user latency, and minimizing thrashing effects caused by movement between servers. Although a number of existing techniques address each of these independently, there are no unified methods that attack these problems cohesively. We present methods to simultaneously address these critical challenges---a novel approach and associated software design intended for distributed high performance computing facilities in which the world is divided into a regular lattice of overlapping cells (providing redundancy), which are dynamically assigned to servers within the High Performance Computing (HPC) (facilitating load balancing). We believe this architecture can be applied to non-spatial cells. This architecture is currently being implemented in a test bed for further experimentation.