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» Load balancing for massively multiplayer online games
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CN
2008
100views more  CN 2008»
13 years 8 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
NOSSDAV
2005
Springer
14 years 2 months ago
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online ga...
Anthony (Peiqun) Yu, Son T. Vuong
ICPADS
2007
IEEE
14 years 3 months ago
Peer-to-Peer AOI voice chatting for massively multiplayer online games
In recent years, massively multiplayer online games (MMOGs) have become more and more popular. Many techniques have been proposed to enhance the experience of using MMOGs, such as...
Jehn-Ruey Jiang, Hung-Shiang Chen
MMM
2010
Springer
205views Multimedia» more  MMM 2010»
14 years 5 months ago
Characterizing Virtual Populations in Massively Multiplayer Online Role-Playing Games
Abstract. Understanding player distributions, sessions, and movements in a Massively Multiplayer Online Role-Playing Game (MMORPG) is essential for research in scalable architectur...
Daniel Pittman, Chris GauthierDickey
AINA
2005
IEEE
14 years 2 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