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A fully distributed architecture for massively multiplayer online games (2004)
| Content Provider | CiteSeerX |
|---|---|
| Author | Lo, Virginia Gauthierdickey, Chris |
| Description | Online Games,” in ACM NetGames Workshop |
| Abstract | games Historically, massively multi-player online games (MMOs) have used a client/server architecture. This architecture has the advantage that a single authority orders events, resolves conflicts in the simulation, acts as a central repository for data, and is easy to secure. On the other hand, it has the disadvantage of increased latency, localized congestion at the server, limited storage capacity, and limited computational power by the server. We are developing a fully distributed, peer-to-peer architecture for MMOs that has the potential to overcome these problems. Players can send messages directly to each other, thereby reducing delay and eliminating localized congestion. The storage capacity created by combining the storage resources of all players can easily exceed that of a single server. |
| File Format | |
| Publisher Date | 2004-01-01 |
| Access Restriction | Open |
| Subject Keyword | Resolve Conflict Central Repository Limited Storage Capacity Increased Latency Storage Resource Computational Power Multi-player Online Game Localized Congestion Client Server Architecture Game Historically Multiplayer Online Game Single Authority Order Event Peer-to-peer Architecture Single Server Storage Capacity |
| Content Type | Text |
| Resource Type | Conference Proceedings |