Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Architecture for a massively multiplayer online role playing game engine
Journal of Computing Sciences in Colleges
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
An integrated experimental environment for distributed systems and networks
OSDI '02 Proceedings of the 5th symposium on Operating systems design and implementationCopyright restrictions prevent ACM from being able to make the PDFs for this conference available for downloading
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Design of a cheat-resistant P2P online gaming system
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Spatialized audio streaming for networked virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
High-level development of multiserver online games
International Journal of Computer Games Technology - Networking for Computer Games
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
A3: A Novel Interest Management Algorithm for Distributed Simulations of 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
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Multimedia Tools and Applications
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Adaptive load-balancing for MMOG servers using KD-trees
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present techniques and algorithms that (1) reduce the bandwidth requirements for both game servers and clients, (2) address consistency, hotspot, congestion and server failure problems typically found in MMORPG and (3) allow seamless interaction between players residing on areas handled by different servers. By implementing a simple game, Kosmos, we show the applicability of our approach as well as the relative performance benefits of designing new games using our architecture.