A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in maintenance, cost and scalability. Since message traffic generated by user is due for processing on a central server, a bottleneck of message traffic will ensure on the server side, creating disruptive...
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Main Authors: | , , , |
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Format: | text |
Language: | English |
Published: |
Animo Repository
2008
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Subjects: | |
Online Access: | https://animorepository.dlsu.edu.ph/etd_bachelors/11170 |
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Institution: | De La Salle University |
Language: | English |
Summary: | Most Massively Multiplayer Online Games (MMOG) use the Client-Server model, which has downsides in maintenance, cost and scalability. Since message traffic generated by user is due for processing on a central server, a bottleneck of message traffic will ensure on the server side, creating disruptive latency and denial of service. Thus, MMOG developers are looking into the possibility of using the Peer-to-Peer model in MMOG deployment. The research adds extensions to an existing peer-to-peer platform SDK in order to support a certain genre of MMOG. The proponents developed an MMOG to serve as a testbed for the SDK extensions implemented. The software features minimal game elements, due to the minimal availability of interfaces for peer-to-peer architectures. The proponents conducted system testing and recorded and analyzed data about game state consistency. The research aims to provide valuable reference material for developers looking to create games using the P2P model by helping identify the issues of current architectures and the feasibility as well as ease of creating a game on the platform. The research will also serve as reference for further enhancements on the chosen SDK so that it may support other genres. |
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