Peer-to-peer architectures for massively multiplayer online games: A survey

A Yahyavi, B Kemme - ACM Computing Surveys (CSUR), 2013 - dl.acm.org
Scalability, fast response time, and low cost are of utmost importance in designing a
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 …

[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 …

Design issues for peer-to-peer massively multiplayer online games

L Fan, P Trinder, H Taylor - International Journal of …, 2010 - inderscienceonline.com
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 …

[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 …

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 …

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 …

Mediator: a design framework for P2P MMOGs

L Fan, H Taylor, P Trinder - Proceedings of the 6th ACM SIGCOMM …, 2007 - dl.acm.org
With widespread use of the Internet, Massively Multiplayer Online Games (MMOGs) are
becoming increasingly popular. As MMOGs scale up, conventional Client/Server (C/S) …

Publish/subscribe network designs for multiplayer games

C Cañas, K Zhang, B Kemme, J Kienzle… - Proceedings of the 15th …, 2014 - dl.acm.org
Massively multiplayer online games (MMOGs), which are typically supported by large
distributed systems, require a scalable, low latency messaging middleware that supports the …

Mammoth: a massively multiplayer game research framework

J Kienzle, C Verbrugge, B Kemme, A Denault… - Proceedings of the 4th …, 2009 - dl.acm.org
This paper presents Mammoth, a massively multiplayer game research framework designed
for experimentation in an academic setting. Mammoth provides a modular architecture …