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Networking: Massively Multiplayer


Complex Systems Based High-Level Architecture for Massively Multiplayer Games

Viknashvaran Narayanasamy, Kok-Wai Wong, and Chun Che Fung (Murdoch University)
Game Programming Gems 6, 2006.

Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping

Peter Smith (NavAir)
Game Programming Gems 6, 2006.

Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent

Shea Street (Tantrum Games)
Game Programming Gems 5, 2005.

Massively Multiplayer Scripting Systems

Jon Parise (Electronic Arts)
Massively Multiplayer Game Development 2, 2005.

Real-World MMO Object Sharing

Joe Ludwig (Flying Lab Software)
Massively Multiplayer Game Development 2, 2005.

MMP Server Cluster Architecture

Joe Ludwig (Flying Lab Software)
Massively Multiplayer Game Development 2, 2005.

Massively Multiplayer Games Using a Distributed Services Approach

Shea Street (Tantrum Games)
Massively Multiplayer Game Development 2, 2005.

Architecture and Techniques for an MMORTS

Gideon Amir (Majorem), Ramon Axelrod (AiSeek, Inc)
Massively Multiplayer Game Development 2, 2005.

MMP Engineering Pitfalls

Justin Quimby (Turbine Entertainment Software)
Massively Multiplayer Game Development 2, 2005.

Time and Event Synchronization Across an MMP Server Farm

Roger Smith (Modelbenders, LLC), Don Stoner (DCSI)
Massively Multiplayer Game Development 2, 2005.

Anti-Cheat Mechanisms for Massively Multiplayer Games

Marty Poulin (Sony Computer Entertainment America)
Massively Multiplayer Game Development 2, 2005.

The Quest for Holy Scale-Part 1: Large-Scale Computing

Max Skibinsky (HiveMind, Inc)
Massively Multiplayer Game Development 2, 2005.

The Quest for Holy Scale-Part 2: P2P Continuum

Max Skibinsky (HiveMind, Inc)
Massively Multiplayer Game Development 2, 2005.

Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time

John W. Ratcliff (Ageia Technologies, Inc)
Massively Multiplayer Game Development 2, 2005.

General Lobby Design and Development

Shekhar Dhupelia (Midway)
Game Programming Gems 4, 2004.

Thousands of Clients per Server

Adam Martin (Grex Games)
Game Programming Gems 4, 2004.

Efficient MMP Game State Storage

Justin Quimby (Turbine Entertainment Software)
Game Programming Gems 4, 2004.

Time and Consistency Management for Multiserver-Based MMORPGs

Larry Shi, Tao Zhang (Georgia Institute of Technology)
Game Programming Gems 4, 2004.

Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Unit Testing for Massively Multiplayer Games

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

A Flexible Simulation Architecture for Massively Multiplayer Games

Thor Alexander (Hard Coded Games)
Game Programming Gems 3, 2002.

Using the Twisted Framework for MMP Service Integration

Glyph Lefkowitz (Twisted Matrix Labs)
Massively Multiplayer Game Development, 2003.

Observer/Observable Design Pattern for MMP Game Architectures

Javier F. Otaegui (Sabarasa Entertainment)
Massively Multiplayer Game Development, 2003.

MMP Server Development and Maintenance

William Dalton (Maxis)
Massively Multiplayer Game Development, 2003.

Small Portals: Tapping into MMP Worlds via Wireless Devices

David Fox (Next Game)
Massively Multiplayer Game Development, 2003.

Considerations for Movement and Physics in MMP Games

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Unique Challenges of Console MMP Games

John M. Olsen (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Leveraging Relational Database Management Systems to Data-Drive MMP Gameplay

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

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