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Several propositions have been made in the last few years on what the optimal type of network architecture should be for networked games.
Architecture for Large-scale Virtual. Interactive Communities. – As presented in NetGames 2003 at EA. – Peer-to-peer system based on multicast communication.
ABSTRACT. Several propositions have been made in the last few years on what the optimal type of network architecture should be for networked games.
In this paper, we elaborate on the design of ALVICNG, an extensible client/server architecture which allows for dynamic allocation of server capacity, combined ...
ALVIC-NG consists of an extendable framework which allows for dynamic allocation of server capacity, combined with facilities for player activity management and ...
Dynamic server allocation in a real-life deployable communications architecture for networked games. 66-71. view. electronic edition via DOI; unpaywalled ...
Dynamic server allocation in a real-life deployable communications architecture for networked games · Computer Science. Network and System Support for Games.
Lamotte, "Dynamic server allocation in a real-life deployable communications architecture for networked games," Proceedings of the 7th ACM SIGCOMM Workshop ...
Dynamic server allocation in a real-life deployable communications architecture for networked games · Computer Science. NETGAMES · 2008.
Lamotte, "Dynamic server allocation in a real-life deployable communications architecture for networked games," Proceedings of the 7th ACM SIGCOMM Workshop ...