Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Software architecture in practice
Software architecture in practice
Design and use of software architectures: adopting and evolving a product-line approach
Design and use of software architectures: adopting and evolving a product-line approach
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load-balancing for peer-to-peer networked virtual environment
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A grid infrastructure for online games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
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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.