Abstract
Current MOGs (Multiplayer Online Games) have many drawbacks for their conventional architecture, such as bottlenecks, poor scalability and redundant data. And since each game is developed solely by a company or team, sharing resources among different games is extremely difficult. The aim of grid computing is to fulfill the fully sharing of distributed resources, and we borrow the idea of grid to solve the above problems of MOGs. In this paper, we analyze traditional architecture’s characteristic and propose an architecture of Game Grid based on the technology of Resource Router [1]; other key issues such as the scalability and load-balancing are also presented; a prototype called VEGA [2] Game Grid is introduced and evaluated.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Li, W., Xu, Z., Dong, F., Zhang, J.: Grid Resource Discovery Based on a Routing-Transferring Method. In: Proceedings of the 3rd International Workshop on Grid Computing, Baltimore, MD, pp. 145–156 (2002)
Xu, Z., Li, W.: The Research on VEGA grid Architecture. Journal of Computer Research and Development 39(8), 923–929 (2002) (in Chinese)
Brinckerhoff, B.H.: Peer to Peer Multiplayer Games, http://students.cec.wustl.edu/~cs333/calendar/peer2peer.ppt
Ramakrishna, V., Robinson, M., Eustice, K.: An Active Self-Optimizing Multiplayer Gaming Architecture. In: Proceedings of the Fifth Annual International Workshop on Active Middleware Services, AMS 2003 (2003)
Cronin, E., Filstrup, B., Kurc, A.: A Distributed Multiplayer Game Server System, UM EECS589 Course Project Report (May 2001), http://www.eecs.umich.edu/~bfilsrtu/quakefinal.pdf
Cronin, E., Filstrup, B.: An Efficient Synchronization Mechanism for Mirrored game Architecture. In: Proc. Of the first Workshop on Network and System Support for Games, pp. 67–73 (2002)
Smed, J., Kaukoranta, T., Hakonen, H.: A Review on Networking and Multiplayer Computer Games. Turku Centre for Computer Science, TUCS Technical Report No 454 (April 2002)
Smed, J., Kaukoranta, T., Hakonen, H.: Aspects Of Networking in Multiplayer Computer Games. In: Proceedings of International Conference on Application and Development of Computer Games in the 21st Century, Hong Kong SAR, China, November 2001, pp. 74–81 (2001)
Butterfly.net: Powering Next-Generation Gaming with Computing On-Demand–An IDC e-business Case study, http://www.butterfly.net/platform/technology/idc.pdf
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2004 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Wang, Y., Tan, E., Li, W., Xu, Z. (2004). An Architecture of Game Grid Based on Resource Router. In: Li, M., Sun, XH., Deng, Qn., Ni, J. (eds) Grid and Cooperative Computing. GCC 2003. Lecture Notes in Computer Science, vol 3032. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-24679-4_98
Download citation
DOI: https://doi.org/10.1007/978-3-540-24679-4_98
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-21988-0
Online ISBN: 978-3-540-24679-4
eBook Packages: Springer Book Archive