PADS '93 Proceedings of the seventh workshop on Parallel and distributed simulation
The SPEEDES Persistence Framework and the Standard Simulation Architecture
Proceedings of the seventeenth workshop on Parallel and distributed simulation
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Challenges in peer-to-peer gaming
ACM SIGCOMM Computer Communication Review
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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Massively multiplayer online games have become popular in the recent years. Scaling with the number of users is challenging due to the low latency requirements of these games. Peer-to-peer techniques naturally address the scalability issues at the expense of additional complexity to maintain consistency among players. We design and implement Quiver, a middleware that allows an existing game to be played in peer-to-peer mode with minimal changes to the engine. Quiver focuses on achieving scalability by distributing the game state. It achieves consistency by keeping the state synchronized among all the players. We have built a working prototype of Quake II using Quiver. We analyze the changes necessary to Quake II and discuss how generic a software like Quiver can be.