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ABSTRACT
While massively multiplayer on-line games (MMOs) are enormously popular, their use of the client-server architecture causes them to suffer from scalability issues and high maintenance costs. In contrast, the public server architecture employed by most first-person shooter (FPS) games scales more easily by relying on user-supplied hosting and user-generated content, but lacks persistence between servers that is required in the MMO genre. This paper examines an architecture that leverages the resources of the public server approach to support a scalable, persistent MMO.
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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CITED BY
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Jean Botev , Alexander Hohfeld , Hermann Schloss , Ingo Scholtes , Peter Sturm , Markus Esch, The HyperVerse: concepts for a federated and Torrent-based '3D Web', International Journal of Advanced Media and Communication, v.2 n.4, p.331-350, December 2008
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