| Networking: All Articles  
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Dynamically Adaptive Streaming of 3D Data for Animated Characters | 
 |  |  | Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, and Nadia Magnenat-Thalmann (MIRALab, C.U.I, University of Geneva), and Chris Joslin (School of Information Technology, Carleton University) Game Programming Gems 6, 2006.
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Complex Systems Based High-Level Architecture for Massively Multiplayer Games | 
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Generating Globally Unique Identifiers for Game Objects | 
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Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping | 
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Reliable Peer-to-Peer Gaming Connections Penetrating NAT | 
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Automated Testing for Online Games | 
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Massively Multiplayer Scripting Systems | 
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Real-World MMO Object Sharing | 
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MMP Server Cluster Architecture | 
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Massively Multiplayer Games Using a Distributed Services Approach | 
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Metrics Collection and Analysis | 
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Delta-Compression for Heterogeneous Data Transfer | 
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Architecture and Techniques for an MMORTS | 
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Animated Procedural Skies | 
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Time and Event Synchronization Across an MMP Server Farm | 
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Anti-Cheat Mechanisms for Massively Multiplayer Games | 
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The Quest for Holy Scale-Part 1: Large-Scale Computing | 
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The Quest for Holy Scale-Part 2: P2P Continuum | 
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Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time | 
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Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent | 
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Implementing a Seamless World Server | 
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Designing a Vulgarity Filtering System | 
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Fast and Efficient Implementation of a Remote Procedure Call System | 
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Overcoming Network Address Translation in Peer-to-Peer Communications | 
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A Reliable Messaging Protocol | 
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Safe Random Number Systems | 
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General Lobby Design and Development | 
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Thousands of Clients per Server | 
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Efficient MMP Game State Storage | 
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Practical Application of Parallel-State Machines in a Client-Server Environment | 
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Bit Packing: A Network Compression Technique | 
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Time and Consistency Management for Multiserver-Based MMORPGs | 
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Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling | 
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Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling | 
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Creating a �Safe Sandbox?for Game Scripting | 
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Unit Testing for Massively Multiplayer Games | 
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Using the Twisted Framework for MMP Service Integration | 
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Beyond 2: An Open-Source Platform for Virtual Worlds | 
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Parallel-State Machines for Believable Characters | 
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Observer/Observable Design Pattern for MMP Game Architectures | 
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Seamless Servers: The Case For and Against | 
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Server-Side Object Refresh Rates | 
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MMP Server Development and Maintenance | 
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Small Portals: Tapping into MMP Worlds via Wireless Devices | 
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Precise Game Event Broadcasting with Python | 
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Considerations for Movement and Physics in MMP Games | 
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Minimizing Latency in Real-Time Stategy Games | 
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Real-Time Strategy Network Protocol | 
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A Flexible Simulation Architecture for Massively Multiplayer Games | 
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Scaling Multiplayer Servers | 
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Template-Based Object Serialization | 
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A Network Monitoring and Simulation Tool | 
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Creating Multiplayer Games with DirectPlay 8.1 | 
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Wireless Gaming Using the Java Micro Edition | 
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A Network Protocol for Online Games | 
  
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