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From a single- to multi-server online game: a Quake 3 case study using RTF
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ACM International Conference Proceeding Series; Vol. 352 archive
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology table of contents
Yokohama, Japan
SESSION: Technical track: Online game table of contents
Pages 83-90  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Alexander Ploss  University of Münster, Germany
Stefan Wichmann  University of Münster, Germany
Frank Glinka  University of Münster, Germany
Sergei Gorlatch  University of Münster, Germany
Sponsors
IPSJ : Information Processing Society of Japan
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Fast-paced action online games like First Person Shooters (FPS) pose high demands on resources and thus require multi-server architectures in order to scale to higher player numbers. However, their multi-server implementation is a challenging task: the game processing needs to be parallelized and the synchronization of the distributed game state needs to be efficiently implemented. As part of the European edutain@grid project 1, we are developing Real-Time Framework (RTF) -- a middleware that provides high-level support for the development of multi-server online games. This paper describes a case study on porting the open-source, single-server Quake 3 Arena game engine to a multi-server architecture using RTF and its state replication approach. We conducted extensive scalability and responsiveness experiments with the ported version of Quake 3 to evaluate the performance of our middleware. The experiments show that the responsiveness of RTF implementation can compete with the original Quake engine, and that the replication support allows to efficiently scale FPS games using multi-server processing.


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.

 
1
M. Abrash. Quake's game engine: The big picture. Dr. Dobb's Journal, 1997.
2
 
3
BigWorld Technology <www.bigworldtech.com>.
 
4
Emergent Game Technologies <www.emergent.net>.
 
5
Urban Terror, FrozenSand, <www.urbanterror.net>.
 
6
7
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10
A. Ploss, F. Glinka, S. Gorlatch, and J. Müller-Iden. Towards a High-Level Design Approach for Multi-Server Online Games. In GAMEON'2007, pages 10--17, Bologna, Italy, November 2007.
 
11
Quake 3 Arena <www.idsoftware.com/games/quake>.
 
12
Quazal net-z <www.quazal.com>, 2006.
 
13
Rakkarsoft. RakNet <http://www.rakkarsoft.com>.

Collaborative Colleagues:
Alexander Ploss: colleagues
Stefan Wichmann: colleagues
Frank Glinka: colleagues
Sergei Gorlatch: colleagues