Architecture for a massively multiplayer online role playing game engine

  • Authors:
  • Sergio Caltagirone;Matthew Keys;Bryan Schlief;Mary Jane Willshire

  • Affiliations:
  • 5000 N Willamette Blvd., School of Engineering, The University of Portland, Portland, OR;5000 N Willamette Blvd., School of Engineering, The University of Portland, Portland, OR;5000 N Willamette Blvd., School of Engineering, The University of Portland, Portland, OR;5000 N Willamette Blvd., School of Engineering, The University of Portland, Portland, OR

  • Venue:
  • Journal of Computing Sciences in Colleges
  • Year:
  • 2002

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Abstract

Faster networks, faster processors and 3D accelerator cards have contributed to the push for a new genre of online games, the Massively Multiplayer Online Role Playing Game, MMORPG. This paper presents a high-level software architecture for building a MMORPG engine. Six goals for the architecture are set, the architecture is presented and then examined to determine how well the goals have been met. The architecture blends in a unique way several classical software architecture patterns, using the strength of each to achieve the goals for the system.