Peer-to-peer architectures for massively multiplayer online games: A survey
Scalability, fast response time, and low cost are of utmost importance in designing a
successful massively multiplayer online game. The underlying architecture plays an …
successful massively multiplayer online game. The underlying architecture plays an …
Survey of state melding in virtual worlds
H Liu, M Bowman, F Chang - ACM Computing Surveys (CSUR), 2012 - dl.acm.org
The fundamental goal of virtual worlds is to provide users with the illusion that they are all
seeing and interacting with each other in a consistent world. State melding is the core of …
seeing and interacting with each other in a consistent world. State melding is the core of …
[HTML][HTML] Medical students' perceptions of play and learning: qualitative study with focus groups and thematic analysis
AEJ Van Gaalen, ADC Jaarsma… - JMIR Serious Games, 2021 - games.jmir.org
Background In times where distance learning is becoming the norm, game-based learning
(GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how …
(GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how …
Design issues for peer-to-peer massively multiplayer online games
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale,
and while classical Client/Server (C/S) architectures convey some benefits, they suffer from …
and while classical Client/Server (C/S) architectures convey some benefits, they suffer from …
[PDF][PDF] High-level development of multiserver online games
F Glinka, A Ploss, S Gorlatch… - International Journal of …, 2008 - researchgate.net
The development of large-scale, massively multiplayer online games (MMOGs) is
significantly more complex as compared to the development of casual online games for …
significantly more complex as compared to the development of casual online games for …
Towards supporting millions of users in modifiable virtual environments by redesigning {Minecraft-Like} games as serverless systems
J Donkervliet, A Trivedi, A Iosup - 12th USENIX Workshop on Hot Topics …, 2020 - usenix.org
How can Minecraft-like games become scalable cloud services? Hundreds of Minecraft-like
games, that is, games acting as modifiable virtual environments (MVEs), are currently played …
games, that is, games acting as modifiable virtual environments (MVEs), are currently played …
Rtf: a real-time framework for developing scalable multiplayer online games
F Glinka, A Ploß, J Müller-lden, S Gorlatch - Proceedings of the 6th ACM …, 2007 - dl.acm.org
This paper presents a middleware system called RTF (Real-Time Framework) which aims at
supporting the development of modern real-time online games. The RTF automatically …
supporting the development of modern real-time online games. The RTF automatically …
Mediator: a design framework for P2P MMOGs
With widespread use of the Internet, Massively Multiplayer Online Games (MMOGs) are
becoming increasingly popular. As MMOGs scale up, conventional Client/Server (C/S) …
becoming increasingly popular. As MMOGs scale up, conventional Client/Server (C/S) …
Publish/subscribe network designs for multiplayer games
Massively multiplayer online games (MMOGs), which are typically supported by large
distributed systems, require a scalable, low latency messaging middleware that supports the …
distributed systems, require a scalable, low latency messaging middleware that supports the …
Mammoth: a massively multiplayer game research framework
This paper presents Mammoth, a massively multiplayer game research framework designed
for experimentation in an academic setting. Mammoth provides a modular architecture …
for experimentation in an academic setting. Mammoth provides a modular architecture …