Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Generalized two-tier relevance filtering of computer game update events
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Agents-based modeling for a peer-to-peer MMOG architecture
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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We propose a framework model to facilitate the prototyping and refinement of Massively Multi-player Online Games (MMOG), when included in the appropriate development environment. This work-in-progress report is motivated by observations made in the video game industry about the industrial process of designing such a demanding application, and based upon the technical know-how in that domain. A major benefit of the development environment based on this framework would be to validate game-design interactions when confronted with technical feasibility. A further benefit of this tool would be to assist the rest of the development process: for a spiral life-cycle style process, the tool could provide some interesting ways for analyzing the performance of more and more accurate prototypes at each stage of the development.