| A communication architecture for massive multiplayer games |
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Network and System Support for Games
archive
Proceedings of the 1st workshop on Network and system support for games
table of contents
Braunschweig, Germany
Pages: 14 - 22
Year of Publication: 2002
ISBN:1-58113-493-2
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| Bibliometrics |
Downloads (6 Weeks): 5, Downloads (12 Months): 90, Citation Count: 13
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ABSTRACT
In this paper we present an approach for a communication architecture based on the publisher/subscriber model. The key issues considered here are scalability, ease of programming and dynamic system evolution. The division of the communication load into distinctive channels allows decoupling the domains of the game enabling the overall system to scale flexibly with the underlying network infrastructure, map size or number of players simultaneously online. Thus our approach is suitable to realize especially huge game-worlds as used in massive multiplayer online games. The underlying publisher/subscriber communication layer provides a high level of abstraction with a lean API therefore dramatically simplifying network programming in the game engine. Due to the fact that the communication is content-based, there is no fixed correlation between the game players and the game backend servers. This permits the dynamic evolution of the system by removing or adding not only players but also game servers and game content on the fly.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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J. Aronson. Dead reckoning: Latency hiding for networked games. http://www.gamasutra.com/features/19970919/aronson_01.htm, September 19 1997.
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Y. W. Bernier. Latency compensating methods in client/server in-game protocol design and optimization.
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P. Bettner and M. Terrano. 1500 archers on a 28.8: Network programming an age of empires and beyond. GDC 2001, March 22 2001.
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Timothy H. Harrison , David L. Levine , Douglas C. Schmidt, The design and performance of a real-time CORBA event service, Proceedings of the 12th ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications, p.184-200, October 05-09, 1997, Atlanta, Georgia, United States
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M. Wallner. Ein publisher/subscriber Protokoll fuer heterogene Kommunikationsnetze. University of Ulm, Germany, March 2001.
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CITED BY 13
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Antonio Bonotti , Laura Ricci , Fabrizio Baiardi , Luca Genovali, A publish subscribe support for networked multiplayer games, IASTED European Conference on Proceedings of the IASTED European Conference: internet and multimedia systems and applications, p.236-241, March 14-16, 2007, Chamonix, France
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Bruno Van Den Bossche , Tom Verdickt , Bart De Vleeschauwer , Stein Desmet , Stijn De Mulder , Filip De Turck , Bart Dhoedt , Piet Demeester, 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, November 22-23, 2006, Newport, Rhode Island
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Sabine Cikic , Sven Grottke , Fritz Lehmann-Grube , Jan Sablatnig, Cheat-prevention and -analysis in online virtual worlds, Proceedings of the 1st international conference on Forensic applications and techniques in telecommunications, information, and multimedia and workshop, January 21-23, 2008, Adelaide, Australia
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