Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
CCGRID '08 Proceedings of the 2008 Eighth IEEE International Symposium on Cluster Computing and the Grid
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
A Scalable Hybrid P2P System for MMOFPS
PDP '10 Proceedings of the 2010 18th Euromicro Conference on Parallel, Distributed and Network-based Processing
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
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In this paper, we present a distributed heterogeneous system called OnDeGaS (On Demand Game Service), that fits the scalability and latency requirements of MMOFPS networked games. To exploit platform capabilities efficiently, the OnDeGaS system performs a mapping mechanism that assigns the game sessions of a MMOFPS, taking advantage of the specific available computational resources of individual nodes. We show through simulation that this mapping mechanism is able to deal with different heterogeneity conditions in the distributed area. It allows the system to grow at any moment according to the existing demand, while latency values are maintained under the acceptable threshold permitted in MMOFPS games.