Table of Contents Author Guidelines Submit a Manuscript
International Journal of Computer Games Technology
Volume 2008 (2008), Article ID 327387, 16 pages
http://dx.doi.org/10.1155/2008/327387
Research Article

High-Level Development of Multiserver Online Games

Department of Mathematics and Computer Science, University of Münster, 48149 Münster, Germany

Received 2 February 2008; Accepted 17 April 2008

Academic Editor: Jouni Smed

Copyright © 2008 Frank Glinka et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. F. Glinka, A. Ploss, J. Müller-Iden, and S. Gorlatch, “RTF: a real-time framework for developing scalable multiplayer online games,” in Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '07), pp. 81–86, Melbourne, Australia, September 2007. View at Publisher · View at Google Scholar
  2. A. Ploss, F. Glinka, S. Gorlatch, and J. Müller-Iden, “Towards a high-level design approach for multi-server online games,” in Prooceedings of the 8th International Conference on Intelligent Games and Simulation (GAMEON '07), pp. 10–17, Bologna, Italy, November 2007.
  3. M. Assiotis and V. Tzanov, “A distributed architecture for MMORPG,” in Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '06), ACM, Singapore, October 2006. View at Publisher · View at Google Scholar
  4. J. Müller-Iden, Replication-based scalable parallelization of virtual environments, Ph.D. thesis, Universität Münster, Münster, Germany, July 2007.
  5. R. Prodan, V. Nae, T. Fahringer et al., “Toward a grid environment for real-time multiplayer online games,” in Proceedings of the CoreGRID Integration Workshop (CGIW '08), Crete, Greece, April 2008.
  6. Quazal net-z, 2006, http://www.quazal.com/.
  7. Emergent Game Tech., 2007, http://www.emergent.net/.
  8. BigWorld, “BigWorld Technology,” http://www.bigworldtech.com/.
  9. W. Celes, L. H. de Figueiredo, and R. Ireusalimschy, “Binding c/c++ objects to lua,” in Game Programming Gems 6, M. Dickheiser, Ed., pp. 341–355, Charles River Media, Rockland, Mass, USA, 2006. View at Google Scholar
  10. J. Smed and H. Hakonen, Algorithms and Networking for Computer Games, John Wiley & Sons, New York, NY, USA, 2006.
  11. J. Yan and B. Randell, “A systematic classification of cheating in online games,” in Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '05), pp. 1–9, ACM, Hawthorne, NY, USA, October 2005. View at Publisher · View at Google Scholar
  12. C. Choo, “Understanding cheating in Counterstrike,” November 2001, http://www.fragnetics.com/articles/cscheat/print.html.
  13. J.-S. Boulanger, J. Kienzle, and C. Verbrugge, “Comparing interest management algorithms for massively multiplayer games,” in Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '06), ACM, Singapore, October 2006. View at Publisher · View at Google Scholar
  14. W. Cai, P. Xavier, S. J. Turner, and B.-S. Lee, “A scalable architecture for supporting interactive games on the internet,” in Proceedings of the 16th Workshop on Parallel and Distributed Simulation (PADS '02), pp. 60–67, IEEE, Washington, DC, USA, May 2002.
  15. P. Rosedale and C. Ondrejka, “Enabling player-created online worlds with grid computing and streaming,” September 2003, http://www.gamasutra.com/resource_guide/20030916/rosedale_01.shtml.
  16. M. R. Macedonia, M. J. Zyda, D. R. Pratt, P. T. Barham, and S. Zeswitz, “NPSNET: a network software architecture for large-scale virtual environments,” Presence, vol. 3, no. 4, pp. 265–287, 1994. View at Google Scholar
  17. CCP. EVE, http://www.eve-online.com/.
  18. World of Warcraft, http://www.worldofwarcraft.com/.
  19. A. Bharambe, J. Pang, and S. Seshan, “Colyseus: a distributed architecture for online multiplayer games,” in Proceedings of the 3rd Symposium on Networked Systems Design & Implementation (NSDI '06), pp. 155–168, USENIX Association, San Jose, Calif, USA, May 2006.
  20. J. Müller and S. Gorlatch, “Scaling online games on the grid,” in Proceedings of the 4th International Game Design and Technology Workshop (GDTW '06), M. Merabti, N. Lee, K. Perlin, and A. El Rhalibi, Eds., pp. 6–10, Liverpool John Moores University, Liverpool, UK, November 2006.
  21. Darkworks s.a, 2008, http://www.darkworks.com/.
  22. C. Anthes, A. Wilhelm, R. Landertshamer, H. Bressler, and J. Volkert, “Net'O'Drom—an example for the development of networked immersive VR applications,” in Proceedings of the 7th International Conference on Computational Science (ICCS '07), pp. 752–759, Springer, Beijing, China, May 2007. View at Publisher · View at Google Scholar
  23. H. Bressler, R. Landertshamer, C. Anthes, and J. Volkert, “An efficient physics engine for virtual worlds,” in Proceedings for the Medi@terra Art & Technology Festival, pp. 152–158, Athens, Greece, October 2006.
  24. A. BinSubaih and S. C. Maddock, “Game portability using a service-oriented approach,” International Journal of Computer Games Technology, vol. 2008, Article ID 378485, 7 pages, 2008. View at Publisher · View at Google Scholar
  25. A. BinSubaih, S. C. Maddock, and D. Romano, “A survey of ‘game’ portability,” Tech. Rep. CS-07-05, University of Sheffeld, Sheffield, UK, 2007. View at Google Scholar
  26. Inc. Sun Microsystems, Project darkstar, http://www.projectdarkstar.com/.
  27. P. Kabus and A. P. Buchmann, “A framework for network-agnostic mutliplayer games,” in Proceedings of the 8th International Conference on Intelligent Games and Simulation (GAMEON '07), Bologna, Italy, November 2007.
  28. V. Narayanasamy, K.-W. Wong, and C. C. Fung, “Complex systems-based high-level architecture for massively multiplayer games,” in Game Programming Gems 6, M. Dickheiser, Ed., pp. 607–622, Charles River Media, Rockland, Mass, USA, 2006. View at Google Scholar
  29. Hawk Software, HawkNL, 2006, http://www.hawksoft.com/.
  30. Rakkarsoft, RakNet, 2003, http://www.rakkarsoft.com/.