ABSTRACT
Using peer-to-Peer (P2P) architectures for large scale interactive applications such as Massively Multiplayer Online Games (MMOG) is very challenging because of the difficulties to maintain a consistent game world in a distributed topology and exchange game state information in the P2P network without a central sever. In this demo proposal we present the innovative design and implementation of PartyPeer, an online social game which supports a massive number of users using our P2P based streaming network called ACTIVE+. We also discuss some of the implementation challenges when building this real-world P2P based game.
- Torque Game Engine. Information about torque game engine is availabale at http://www.garagegames.com/.Google Scholar
- L. S. Liu and R. Zimmermann. Active: Adaptive Low-latency Peer-to-Peer Streaming. In Multimedia Computing and Networking(MMCN), San Jose, CA, 2005.Google Scholar
- L. S. Liu and R. Zimmermann. Adaptive Low-latency Peer-to-Peer Streaming and Its Application. Special Issue of the Multimedia Systems Journal, 2006.Google Scholar
- L. S. Liu and R. Zimmermann. Immersive Peer-to-Peer Audio Platform for Massive Online Games. In IEEE International Workshop on Networking Issues in Multimedia Entertainment(NIME), Las Vegas, NV, 2006.Google Scholar
Index Terms
- PartyPeer: a P2P massively multiplayer online game
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