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A communication architecture for massive multiplayer games
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Source 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
Authors
Stefan Fiedler  University of Ulm, 89069 Ulm, Germany
Michael Wallner  University of Ulm, 89069 Ulm, Germany
Michael Weber  University of Ulm, 89069 Ulm, Germany
Sponsor
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 9,   Downloads (12 Months): 89,   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.

 
1
J. Aronson. Dead reckoning: Latency hiding for networked games. http://www.gamasutra.com/features/19970919/aronson_01.htm, September 19 1997.
 
2
Y. W. Bernier. Latency compensating methods in client/server in-game protocol design and optimization.
 
3
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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M. Wallner. Ein publisher/subscriber Protokoll fuer heterogene Kommunikationsnetze. University of Ulm, Germany, March 2001.

CITED BY  13

Collaborative Colleagues:
Stefan Fiedler: colleagues
Michael Wallner: colleagues
Michael Weber: colleagues