Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Bubblestorm: resilient, probabilistic, and exhaustive peer-to-peer search
Proceedings of the 2007 conference on Applications, technologies, architectures, and protocols for computer communications
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
Peer-to-peer infrastructures for games
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
XL peer-to-peer pub/sub systems
ACM Computing Surveys (CSUR)
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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In this demo we present a testbed environment for Peer-to-Peer (P2P) game architectures. It is based on Planet PI4, an online multiplayer game whose gameplay provides a standard workload for a set of gaming-specific network interfaces. Its pluggable architecture allows for the evaluation and comparison of existing and new P2P networking approaches. Planet PI4 can run on a real network for prototypical evaluation as well as in a discrete-event simulator providing a reproducible environment.