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  1. How is the load redistributed among existing peers? How is time between peers synchronized? Using object protocols the server may send an update of the current game entity state. Games …

  2. Designing a Distributed System for an Online Multiplayer Game ...

    Apr 2, 2022 · We have a single deployable artifact to run game servers by containerizing the applications. But deploying, maintaining, and scaling these artifacts and services is hard work …

  3. In this paper, we explore both peer-to-peer designs, which execute the distributed server only on game clients, and federated designs, which can make use of the vast number of publicly …

  4. How much state is enough? What if the entire game state is replicated on the client? Questions?

  5. To address these problems, I propose researching fully distributed, peer-to-peer architectures for massively-multiplayer2 online games (MMGs3). This architecture allows peers to send …

  6. Client has 2 game states: optimistic GS (contains local changes) pessimistic GS (contains actions transmitted by the server) On mismatch: Resetting the optimistic GS to the pessimistic GS

  7. This chapter describes the tradeoffs of the two ba-sic multiplayer game architectures, the Client-Server and Peer-to-Peer (P2P) architectures, and proposes a new architecture, the Mirrored …

  8. We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each region …

  9. We present an approach to support Massively Multiplayer Online Role-Playing Games using a centralized distributed architecture by splitting the large virtual world into smaller areas.

  10. Ashwin Bharambe: Distributed Game Architecture

    A truly distributed game architecture could potentially address the shortcomings of centralized designs leveraging public server resources for free. In addition, it could permit a truly peer-to …

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