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AINA
2005
IEEE
13 years 10 months ago
Scalable Collision Detection for Massively Multiplayer Online Games
We describe approaches for satisfying the real-time collision detection requirements of distributed virtual environments. We assume a distributed virtual environment is deployed u...
Graham Morgan, Kier Storey
NETGAMES
2006
ACM
13 years 10 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
Fengyun Lu, Simon E. Parkin, Graham Morgan
CN
2008
100views more  CN 2008»
13 years 4 months ago
An efficient and secure event signature (EASES) protocol for peer-to-peer massively multiplayer online games
In recent years, massively multiplayer online games (MMOGs) have become very popular by providing more entertainment and sociability than single-player games. In order to prevent c...
Mo-Che Chan, Shun-Yun Hu, Jehn-Ruey Jiang
IJAMC
2008
169views more  IJAMC 2008»
13 years 4 months ago
Clustering players for load balancing in virtual worlds
Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distrib...
Simon Rieche, Klaus Wehrle, Marc Fouquet, Heiko Ni...
NETGAMES
2006
ACM
13 years 10 months ago
On correctness of scalable multi-server state replication in online games
Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and compl...
Jens Müller 0004, Andreas Gössling, Serg...