| Networking: Massively Multiplayer  
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Complex Systems Based High-Level Architecture for Massively Multiplayer Games | 
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Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping | 
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Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent | 
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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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Architecture and Techniques for an MMORTS | 
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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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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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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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Unit Testing for Massively Multiplayer Games | 
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A Flexible Simulation Architecture for Massively Multiplayer Games | 
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Using the Twisted Framework for MMP Service Integration | 
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Observer/Observable Design Pattern for MMP Game Architectures | 
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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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Considerations for Movement and Physics in MMP Games | 
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Unique Challenges of Console MMP Games | 
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Leveraging Relational Database Management Systems to Data-Drive MMP Gameplay | 
  
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