Publication Type

Conference Proceeding Article

Publication Date

12-2005

Abstract

Building a distributed middleware infrastructure that provides the low latency required for massively multiplayer games while still maintaining consistency is non-trivial. Previous attempts have used static partitioning or client-based peer-to-peer techniques that do not scale well to a large number of players, perform poorly under dynamic workloads or hotspots, and impose significant programming burdens on game developers. We show that it is possible to build a scalable distributed system, called Matrix, that is easily usable by game developers. We show experimentally that Matrix provides good performance, especially when hotspots occur.

Discipline

Software Engineering

Research Areas

Software and Cyber-Physical Systems

Publication

Middleware 2005: ACM/IFIP/USENIX 6th International Middleware Conference, Grenoble, France, November 28 - December 2, 2005: Proceedings

Volume

3790

First Page

390

Last Page

400

ISBN

9783540322696

Identifier

10.1007/11587552_20

Publisher

Springer Verlag

City or Country

Berlin

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.

Additional URL

http://dx.doi.org/10.1007/11587552_20

Comments

Short Paper

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