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: Barias, Jeremiah Justin S., Caram, Maria Franchesca DC, Velasco, Alexander John V., Zafra, Joseph Garie L.
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Language:English
Published: Animo Repository 2008
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/11170
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Institution: De La Salle University
Language: English
id oai:animorepository.dlsu.edu.ph:etd_bachelors-11815
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-118152023-01-23T01:22:43Z A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture Barias, Jeremiah Justin S. Caram, Maria Franchesca DC Velasco, Alexander John V. Zafra, Joseph Garie L. 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. 2008-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/11170 Bachelor's Theses English Animo Repository Computer games--Programming Internet games--Social aspects Computer Sciences
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Computer games--Programming
Internet games--Social aspects
Computer Sciences
spellingShingle Computer games--Programming
Internet games--Social aspects
Computer Sciences
Barias, Jeremiah Justin S.
Caram, Maria Franchesca DC
Velasco, Alexander John V.
Zafra, Joseph Garie L.
A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
description 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.
format text
author Barias, Jeremiah Justin S.
Caram, Maria Franchesca DC
Velasco, Alexander John V.
Zafra, Joseph Garie L.
author_facet Barias, Jeremiah Justin S.
Caram, Maria Franchesca DC
Velasco, Alexander John V.
Zafra, Joseph Garie L.
author_sort Barias, Jeremiah Justin S.
title A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
title_short A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
title_full A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
title_fullStr A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
title_full_unstemmed A massively multiplayer online game (MMOG) using the peer-to-peer (P2P) networking architecture
title_sort massively multiplayer online game (mmog) using the peer-to-peer (p2p) networking architecture
publisher Animo Repository
publishDate 2008
url https://animorepository.dlsu.edu.ph/etd_bachelors/11170
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