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RTAS '95 Proceedings of the Real-Time Technology and Applications Symposium
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ISORC '99 Proceedings of the 2nd IEEE International Symposium on Object-Oriented Real-Time Distributed Computing
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Network middleware for large scale mobile and pervasive augmented reality games
CoNEXT '05 Proceedings of the 2005 ACM conference on Emerging network experiment and technology
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Pervasive games in a mote-enabled virtual world using tuple space middleware
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A publish subscribe support for networked multiplayer games
IMSA'07 IASTED European Conference on Proceedings of the IASTED European Conference: internet and multimedia systems and applications
Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Cheat-prevention and -analysis in online virtual worlds
Proceedings of the 1st international conference on Forensic applications and techniques in telecommunications, information, and multimedia and workshop
A platform for dynamic microcell redeployment in massively multiplayer online games
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
Multiplayer networked gaming with the session initiation protocol
Computer Networks: The International Journal of Computer and Telecommunications Networking
A publish subscribe support for networked multiplayer games
EurolMSA '07 Proceedings of the Third IASTED European Conference on Internet and Multimedia Systems and Applications
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
A dynamic load balancing for massive multiplayer online game server
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
P2P video synchronization in a collaborative virtual environment
ICWL'05 Proceedings of the 4th international conference on Advances in Web-Based Learning
A low-latency peer-to-peer approach for massively multiplayer games
AP2PC'05 Proceedings of the 4th international conference on Agents and Peer-to-Peer Computing
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
Hierarchical interest management for distributed virtual environments
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
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In this paper we present an approach for a communication architecture based on the publisher/subscriber model. The key issues considered here are scalability, ease of programming and dynamic system evolution. The division of the communication load into distinctive channels allows decoupling the domains of the game enabling the overall system to scale flexibly with the underlying network infrastructure, map size or number of players simultaneously online. Thus our approach is suitable to realize especially huge game-worlds as used in massive multiplayer online games. The underlying publisher/subscriber communication layer provides a high level of abstraction with a lean API therefore dramatically simplifying network programming in the game engine. Due to the fact that the communication is content-based, there is no fixed correlation between the game players and the game backend servers. This permits the dynamic evolution of the system by removing or adding not only players but also game servers and game content on the fly.