Colyseus: a distributed architecture for online multiplayer games

  • Authors:
  • Ashwin Bharambe;Jeffrey Pang;Srinivasan Seshan

  • Affiliations:
  • Carnegie Mellon University;Carnegie Mellon University;Carnegie Mellon University

  • Venue:
  • NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
  • Year:
  • 2006

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Abstract

This paper presents the design, implementation, and evaluation of Colyseus, a distributed architecture for interactive multiplayer games. Colyseus takes advantage of a game's tolerance for weakly consistent state and predictable workload to meet the tight latency constraints of game-play and maintain scalable communication costs. In addition, it provides a rich distributed query interface and effective prefetching subsystem to help locate and replicate objects before they are accessed at a node. We have implemented Colyseus and modified Quake II, a popular first person shooter game, to use it. Our measurements of Quake II and our own Colyseus-based game with hundreds of players shows that Colyseus effectively distributes game traffic across the participating nodes, allowing Colyseus to support low-latency game-play for an order of magnitude more players than existing single server designs, with similar per-node bandwidth costs.