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A Global Timestamp-Based Scalable Framework for Multi-Player Online Games
Newport Beach, California, USA December 11-December 13
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MMSE.2002.1181589IEEE Fourth International Symposium o ...
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Sung-Jin Kim, University of California at Irvine
Falko Kuester, University of California at Irvine
K. H. (Kane) Kim, University of California at Irvine
Massive Multi-player Online Games (MMOGs) are rapidly gaining in popularity, as the access to high bandwidth connectivity becomes a commodity in the consumer market. With player subscriptions for popular games reaching seven digit numbers and concurrent player participation in the hundreds of thousands, new high-performance adaptive frameworks, which aid system programmers, are required. Primary research challenges that have to be addressed are compensating network latency and jitter, keeping system-wide data consistent, enabling fair resource sharing and interaction between game players, and expanding the scale of the system as the number of players increases. A global timestamp based approach is presented and describes issues and implementation approaches based on a high-level object-oriented real-time programming methodology called the time-triggered message-triggered object (TMO) programming scheme.
Citation:
Sung-Jin Kim, Falko Kuester, K. H. (Kane) Kim, "A Global Timestamp-Based Scalable Framework for Multi-Player Online Games," mse, pp.2, IEEE Fourth International Symposium on Multimedia Software Engineering (MSE'02), 2002
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