Title:

Distributed Game Engine For Massively Multiplayer Online Shooting Games

 

Theme:

Distributed Systems

 

Period:

September 1st 2009 - January 15th 2010

 

Authors:

Ron Cohen
Anders Ejlersen
Rasmus Kristensen

 

Abstract:

Massive multiplayer games are rising in popularity giving game creators an increasing incitement for building massive multiplayer games which support an ever increasing number of players sharing the same game world. However, continuously increasing the number of simultaneous players will exert extensive strain on the network architecture making it difficult to maintain a acceptable service level. As such, it is difficult to build a network architecture which can scale with the number of many simultaneous players.

 

This report is the first in a work consisting of two reports. The work pertains to networking in multiplayer games and distribution of work-load to support massive scalability.

 

This report focuses on existing research done in MMO games and with networking in games in general. It gives a thorough analysis of the state of the art of networking in games of different genres including massive multiplayer online games. A generalization of MMO games is performed to give a generic MMO networking architecture. The report is accompanied by an implementation of a simple game which forms the basis for the ideas developed in the second report.

 

Report:

Report (PDF)

 

Download:

Client/Test Client/Server (WIN7)
Client/Test Client/Server (OSX)
Test Client/Server (LINUX)

 

 

 

 

 

 

 

CS.AAU.DK

 

GAME: ROCK POUNDER