RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
BrickNet: sharing object behaviors on the Net
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Determining Collisions between Moving Spheres for Distributed Virtual Environments
CGI '04 Proceedings of the Computer Graphics International
On demand platform for online games
IBM Systems Journal
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
Managing missed interactions in distributed virtual environments
EGVE'06 Proceedings of the 12th Eurographics conference on Virtual Environments
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
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
Dynamic server allocation in a real-life deployable communications architecture for networked games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Autonomic microcell assignment in massively distributed online virtual environments
Journal of Network and Computer Applications
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
Multimedia Tools and Applications
Challenges of Online Game Development: A Review
Simulation and Gaming
Dynamic load management for MMOGs in distributed environments
Proceedings of the 7th ACM international conference on Computing frontiers
Living city: a collaborative browser-based Massively Multiplayer Online Game
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
DBalancer: distributed load balancing for NoSQL data-stores
Proceedings of the 2013 ACM SIGMOD International Conference on Management of Data
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Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider may add servers to satisfy an increase in processing demands, more players, or remove servers for routine maintenance or upgrading. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction.