DocumentCode
3210253
Title
A global timestamp-based scalable framework for Multi-player Online Games
Author
Sung-Jin Kim ; Kuester, Falko ; Kim, K.H.
Author_Institution
Dept. of Electr. & Comput. Eng., California Univ., Irvine, CA, USA
fYear
2002
fDate
2002
Firstpage
2
Lastpage
10
Abstract
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.
Keywords
computer games; data integrity; distributed programming; multimedia computing; Massive Multi-player Online Games; TMO; bandwidth connectivity; complexity; fair resource sharing; game players; message-triggered object programming; multimedia; network latency; player participation; player subscriptions; system-wide data; time-triggered message-triggered object programming; Bandwidth; Delay; Distributed computing; Interactive systems; Jitter; Laboratories; Multimedia systems; Programming profession; Subspace constraints; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Multimedia Software Engineering, 2002. Proceedings. Fourth International Symposium on
Print_ISBN
0-7695-1857-5
Type
conf
DOI
10.1109/MMSE.2002.1181589
Filename
1181589
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