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Abrahamsson, J. och Moberg, A. (2011) Optimizing an MMOG Network Layer - Reducing Bandwidth Usage for Player Position Updates in MilMo. Göteborg : Chalmers University of Technology
BibTeX
@mastersthesis{
Abrahamsson2011,
author={Abrahamsson, Jonas and Moberg, Anders},
title={Optimizing an MMOG Network Layer - Reducing Bandwidth Usage for Player Position Updates in MilMo},
abstract={Massively Multiplayer Online Games give their players the opportunity to play together with
thousands of other players logged into the same game server. When the number of players grows
so does the network traffic at a quadratic rate. Care has to be taken to be able to support the
amount of players wanted.<br>
In this thesis, three different methods were explored and their ability to reduce the network
traffic analyzed. The network traffic that was analyzed was generated by the use of a for the
purpose developed test client that simulates player movement.<br>
We show that to scale an online world to a large number of concurrent users, one needs to limit
the amount of other users for which any one user needs to receive updates about. To achieve this,
the game world needs to be partitioned.},
publisher={Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola},
place={Göteborg},
year={2011},
note={45},
}
RefWorks
RT Generic
SR Electronic
ID 147114
A1 Abrahamsson, Jonas
A1 Moberg, Anders
T1 Optimizing an MMOG Network Layer - Reducing Bandwidth Usage for Player Position Updates in MilMo
YR 2011
AB Massively Multiplayer Online Games give their players the opportunity to play together with
thousands of other players logged into the same game server. When the number of players grows
so does the network traffic at a quadratic rate. Care has to be taken to be able to support the
amount of players wanted.<br>
In this thesis, three different methods were explored and their ability to reduce the network
traffic analyzed. The network traffic that was analyzed was generated by the use of a for the
purpose developed test client that simulates player movement.<br>
We show that to scale an online world to a large number of concurrent users, one needs to limit
the amount of other users for which any one user needs to receive updates about. To achieve this,
the game world needs to be partitioned.
PB Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola,PB Institutionen för data- och informationsteknik (GU), Göteborgs universitet,
LA eng
LK http://publications.lib.chalmers.se/records/fulltext/147114.pdf
OL 30