Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming
CCGRID '07 Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A forwarding model for Voronoi-based Overlay Network
ICPADS '07 Proceedings of the 13th International Conference on Parallel and Distributed Systems - Volume 02
Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments
ICDCSW '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems Workshops
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
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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This paper presents the network bandwidth utilization results of a hybrid peer-to-peer massively multiplayer framework. Previous work in this area has focused on model proposals and simulation based results. The work in this paper is novel in that it also describes a real-world implementation and presents results from actual network traces. The implementation demonstrates the potential for the model and the results show the network bandwidth utilization is well within the current capabilities of residential broadband.