A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Managing Complexity: Middleware Explained
IT Professional
Computer
Massively Multiplayer Middleware
Queue - Game Development
Gameplay workflow: a distributed game control approach
Proceedings of the 2006 international conference on Game research and development
Improving gaming experience in zonal MMOGs
Proceedings of the 15th international conference on Multimedia
Performance Enhancement in MMOGs Using Entity Types
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A Distributed Topology Control Algorithm for P2P Based Simulations
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
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
Virtual Environments with Content Sharing
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A service based framework for developing mobile, collaborative games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
A scalability model for managing distributed-organized internet services
ACOS'06 Proceedings of the 5th WSEAS international conference on Applied computer science
Dynamic scalability for next generation gaming infrastructures
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Dynamic resource provisioning for cloud-based gaming infrastructures
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Middleware is STILL Everywhere!!!
Concurrency and Computation: Practice & Experience
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A massively multiplayer online game (MMOG) lets thousands of players interact simultaneously within a virtual world via the Internet. Middleware plays an important role in the development of next-generation MMOGs, which must be built on platforms that address not only the service aspect, but also code maintainability and development for programmers.The authors' compact, high-performance message-oriented middleware has a code-generation programming model that is designed to address many of these problems.