game multiplayer
Matchmaking for Online Games and Other Latency-Sensitive P2P Systems
White Paper Particularly, in multiplayer online games, players seek to cluster themselves so that those in the same session have low latency to each other. Using a far-reaching trace of latencies between players on over 3.5 million... [16 Sep 2009]
Virtual Worlds, Real Money: Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds
White Paper With nearly 1 billion registered users of MMO/VWs (Massively Multiplayer Online Games and Virtual Worlds) and real-money sales of virtual objects estimated at nearly US$ 2 billion worldwide at the end of 2007, this is a... [13 Jul 2009]
Building a Simple Yet Powerful MMO Game Architecture, Part 2: Gaming and Web Integration
White Paper Integrating a Web back end with a Multiplayer Online Game (MOG) is a straightforward, effective way to provide MMO functions, such as persistence and integration. Massive Multiplayer... [12 Feb 2009]
Building a Simple Yet Powerful MMO Game Architecture, Part 1: Introduction
White Paper There is growing excitement among business, education, and government institutions in Massive Multiplayer Online (MMO) virtual-world games and how they can be applied to business and educational needs. [12 Feb 2009]
Leading Game Publisher Selects Windows HPC Server to Scale to One Million Players
White Paper CCP, the publisher of the massively multiplayer game EVE Online supports 300,000 players - and a peak concurrency record of more than 40,000 simultaneous players - in a single environment. But as it... [10 Feb 2009]
NCsoft Powers Massively Multiplayer Online Games With 64-bit Windows Server
White Paper Leading online game provider NCsoft continually seeks to provide a new and exciting experience for gamers around the world. When the company upgraded its popular online game Lineage II, it needed a... [11 Jan 2008]
Mobile Multiplayer Gaming, Part 2: Applied Theory
White Paper This paper discusses a design and approach to help users rise above the common obstacles to bringing a successful real-time multiplayer mobile game to market. The game design should not... [07 Nov 2007]
Mobile Multiplayer Gaming, Part 1: Real-Time Constraints
White Paper Conditions prevailing in today's mobile software marketplace hinder the success of mobile multiplayer gaming in general, and real-time multiplayer games in particular. Successful... [07 Nov 2007]
Rob Pardo
AS Profile WoW is a massively multiplayer role playing game (MMRPG), where players meet over the internet and battle with orcs and goblins in a specially created fantasy world. As the lead designer of World of... [12 Oct 2007]
Real world terrain coming to the virtual sphere
News But because not much is known about Google's stealth project and since SceneCaster does not appear to be a massively multiplayer experience, Multiverse's Architectural Wonders efforts may well prove to be the first... [09 Oct 2007]
Programming Interactive Real-Time Games Over WLAN for Pocket PCs With J2ME and .NET CF
White Paper The authors also have developed a simple prototypical multiplayer game called 3D-Pong and evaluate how simple resilience mechanisms can hide WLAN packet losses for this game. This paper... [06 Jul 2007]
The hard reality of virtual world litigation
Comment The defendants, Linden Research and CEO Philip Rosedale (PDF), operate a multiplayer role-playing game set in the virtual world called Second Life. The brave new world of virtual worlds creates a... [14 Jun 2007]
Scaling Peer-to-Peer Games in Low-Bandwidth Environments
White Paper In peer-to-peer multiplayer games, each peer must send periodic updates of its objects to other peers. Since typical broadband users have little upload bandwidth, updates to each player will be infrequent when there are... [23 May 2007]
Game Publisher Ports Titles to Windows Mobile in Five Months, Increases Visibility
White Paper Since the tremendous success of Gladiator, the title that put multiplayer mobile gaming on the map, JAMDAT Mobile has consistently launched outstanding, innovative, award-winning titles. Wanting to develop for the most... [16 Apr 2007]
Development of a 3D Multiplayer Racing Game
White Paper Racing games are one of the most popular categories of games and their development has always been a challenge to the game programmer, due to their demands in computer resources and fast networks. However, network... [01 Nov 2006]