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A scalable architecture for multiplayer computer games

dc.contributor.authorMüller, Jens
dc.contributor.authorGorlatch, Sergei
dc.contributor.editorDadam, Peter
dc.contributor.editorReichert, Manfred
dc.date.accessioned2019-10-11T11:42:14Z
dc.date.available2019-10-11T11:42:14Z
dc.date.issued2004
dc.description.abstractThe concept of Massively Multiplayer Games (MMG) recently has spread into all classical genres of real-time computer games. This paper summarizes our work on a novel proxy server-network topology which provides the required scalability to enable massive multiplayer gaming in the genres of First Person Shooter (FPS) and Real-Time Strategy (RTS) games. Besides scalability, i.e., the ability to maintain the game service with an increasing number of participating players, our topology provides a high degree of responsiveness which is necessary to support the fast-paced game play of contemporary game designs. This paper compares our proxy servernetwork to network topologies commonly used in FPS and RTS games. We present the results of an analytical scalability model which allows to forecast maximum player numbers for a given game and discuss experimental results.en
dc.identifier.isbn3-88579-379-2
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/28837
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofInformatik 2004 – Informatik verbindet – Band 1, Beiträge der 34. Jahrestagung der Gesellschaft für Informatik e.V. (GI)
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-50
dc.titleA scalable architecture for multiplayer computer gamesen
dc.typeText/Conference Paper
gi.citation.endPage158
gi.citation.publisherPlaceBonn
gi.citation.startPage154
gi.conference.date20.-24. September 2004
gi.conference.locationUlm
gi.conference.sessiontitleRegular Research Papers

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