Level-of-detail generation and its application in virtual reality
VRST '94 Proceedings of the conference on Virtual reality software and technology
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Measurement of Join Latency on the Mbone TITLE2:
Measurement of Join Latency on the Mbone TITLE2:
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Applying database replication to multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
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Massive multiplayer games have to cope with scalability problems that arise from the necessity of supporting network traffic for different game elements concurrently. In this paper, we show a simple means of separating these traffic styles in a proxy architecture by defining levels of urgency and relevance for each style. With this simple separation, low latency traffic styles can be preferred effectively over other traffic within the same game.We continue with a proposal for a middleware approach to the use of this infrastructure. It is based on the assumption that game developers can specify static requirements for the distributed objects at design and development time. In this case, we propose a combination of code-generation and run-time support for the use of the network architecture.