An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Mercury: a scalable publish-subscribe system for internet games
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
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Architecture for a massively multiplayer online role playing game engine
Journal of Computing Sciences in Colleges
A performance study on multi-server DVE systems
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Introduction to multimedia and mobile agents
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Proceedings of the ACM symposium on Virtual reality software and technology
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
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A Hybrid Solution to Support Multiuser 3D Virtual Simulation Environments in Peer-to-Peer Networks
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
An architecture to support scalable distributed virtual environment systems on grid
The Journal of Supercomputing
Scalable reputation management with trustworthy user selection for P2P MMOGs
International Journal of Advanced Media and Communication
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
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The trend of games is online games. Most MMORPGs (Massive Multi-user Online Role Playing Games) we can see today are based on client-server architecture. This causes some disadvantages as follows: the server is very expensive and the failure of the server fails the whole game. Besides, the vendor of a game need to provide several servers to allow more players playing at the same time, but players connect to different servers are in the different virtual environments. This paper provides a peer-to-peer architecture with dynamic status information distribution (DSID) mechanism for MMORPG to address the issues occurred in the client-server architecture. We hope to construct a low-cost and flexible architecture that allows all players to interact to each other in the same virtual environment.