Universe, By Morten Zohnesen & Per Lohmann Poulsen A dynamic multi-server architecture for massively multiplayer games.

Slides:



Advertisements
Similar presentations
The Replica Location Service In wide area computing systems, it is often desirable to create copies (replicas) of data objects. Replication can be used.
Advertisements

Muny Choeun. Welcome to the clouds Clusty.com will take you to Yippy.com, Yippy is a good and helpful site that helps you multi-task while browsing, if.
Queuing and Caching to Scalability James Kovacs
Database Architectures and the Web
Some Open Problems in Publish/Subscribe Networking David S. Rosenblum Chief Technology Officer PreCache Inc.
October 11, Earthquake Engineering Research Institute Student Chapter at CU Boulder Why care about EQ Engineering?
Towards Autonomic Adaptive Scaling of General Purpose Virtual Worlds Deploying a large-scale OpenSim grid using OpenStack cloud infrastructure and Chef.
Implementation and Study of a “Term” based Role Playing Game using Client Server Paradigm. Vaithiyanathan Sundaram.
Locality Aware Dynamic Load Management for Massively Multiplayer Games Written by Jin Chen 1, Baohua Wu 2, Margaret Delap 2, Bjorn Knutsson 2, Honghui.
Online Educational Game of Snakes and Ladders -Shalini Pradhan -Manali Joshi -Uttara Paingankar -Seema Joshi.
Visual jMUD Oscar Chen CS491. Important Note The IMAGES used in this presentation and demonstration of Visual jMUD are COPYRIGHT by their respective holders.
Distributed Systems and the WWW Extending the Capability of Massively Multiplayer Online Games by Introducing Distributed Systems as World Servers Jason.
Layered Game Architecture Li Yin Joe Polastre Takashi Suzuki Noah Treuhaft.
Networking Within MMOs Scott Seeley. Differences in game networking Peer-to-peer Client/Server Distributed Server.
Group: RO3 1 MMORPG Networked Game Advised by Prof. David Rossiter Date: 29 April 2006.
Chris Harrison Stacey Kuznetsov Mariya Lysenkova Jennifer Refat Gabriel Sinkin.
An Architecture for a Massively Multiplayer Online Role Playing Game Engine.
4 Business Organizations e.g., Retailer Online Consumer Dynamics SharePoint Product Catalog Published to SharePoint Customer Interacts with Online.
Deploying Dynamics Applications Thomas Hansen – Director, appSolutions a|s
Windows Server 2012 IP Address Management Clyde Johnson President Boston Area Windows Server User Group.
Massively Multiplayer Online Games and Mobile Devices.
Dartmouth’s Wireless Network May 16, 2005 David W. Bourque.
University of Zagreb MMVE 2012 workshop1 Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs Mirko Sužnjević,
Peer-to-Peer Support for Massively Multiplayer Games Zone Federation of Game Servers : a Peer-to-Peer Approach to Scalable Multi-player Online Games [INFOCOM.
Ophelia User-friendly Network Multi-player Game Engine Albert Öhrling.
What is Oracle Hyperion Planning  Centralized, web- based Budgeting and Planning application  Combines Operational and Financial measures to improve.
© 2005 Erlang Training and Consulting Ltd Massively Multiplayer Online Game Servers Analysing the needs of an Erlang/OTP Virtual World Distributed Server.
Project Overview Graduate Selection Process Project Goal Automate the Selection Process.
By Wayne Sibley Information Engineering Technology University of Cincinnati College of Applied Science.
Locality Aware Dynamic Load Management for Massively Multiplayer Games Jin Chen, Baohua Wu, Margaret Delap, Bjorn Knutsson, Margaret Delap, Bjorn Knutsson,
Darkstar. Darkstar is a Sun research project on massively parallel online games The objective (not yet demonstrated!) is to supply a framework for massively.
1 MMORPG Servers. 2 MMORPGs Features Avatar Avatar Levels Levels RPG Elements RPG Elements Mission Mission Chatting Chatting Society & Community Society.
Light Cycles Galore Building a Multi-Server Multiplayer Game Architecture By Per Lohmann.
Examples of Software Architecture. 2 CASE Toolset Architecture.
Copyright © 2011, Uniform and Non-Uniform Zoning for Load Balancing in Virtual Environments Ahmed, D.T.; Shirmohammadi, S. Embedded and Multimedia.
1 Peer-to-Peer Networked Virtual Environments Shun-Yun Hu ( 胡舜元 ) CSIE, National Central University, Taiwan 2007/10/18.
Mankind “Mankind” A Technical Presentation A Massively Multiplayer Online Real-Time Strategy Game Steven Chu O2 Online Entertainment Ltd.
Trojan Rabbits. (10/31) Functional minimum: Tile/Grid-based Game "Engine" (Shaun & Michael) Game Objects Created (Timothy) User Interaction Movement (Yan)
Department of Computing, School of Electrical Engineering and Computer Sciences, NUST - Islamabad KTH Applied Information Security Lab Secure Sharding.
Working Drawings Introduction To Technology Shenendehowa High School
An Adaptive Load Balancing Management for Distributed Virtual Environment Systems Yuanxing Yao 1, Tae-Hyung Kim 1, 1 Department of Computer Science and.
Applications of the Globus Toolkit Butterfly Grid ( Applications of the Globus Toolkit Butterfly Grid (
Towards a Software Architecture for DRM Joint work with Kristof Verslype, Wouter Joosen, and Bart De Decker DistriNet research.
Dueling Middleware WAVV 2000, Colorado Springs. Middleware Defined LAN DBMS Web Browser Client Workstation Local Area Network Middleware Web Server S/390.
Some Design Idea of Red5 Clustering Scalable –Server’s capacity is enlarged when more hardwares are added Failover –Client will not notice the server node.
Www3.informatik.uni-wuerzburg.de Institute of Computer Science Chair of Communication Networks Prof. Dr.-Ing. P. Tran-Gia Simulation Framework for Live.
Software Architecture in Practice AP Exercise. Context We have a “small scale” MMORPG on Web –“WoW light” Business model –Play via browser –Small part.
SQL Server Analysis Services Fundamentals
Business System Development
Sponsored by Portakal Technologies
Database Architectures and the Web
Operational & Analytical Database
An Adaptive Load Balancing Management for
Database Architectures and the Web
SQL Server Analysis Services Fundamentals
A Service Oriented Architecture for a Multi Channel Internet TV System
From Navision To Microsoft
A Case for Mutual Notification
Integrated Policy Sales and Medical Screening Solution 2016
From Navision To Microsoft
Wireless Networks of Devices (WIND)
Solution versatility Standalone Large scale
Microsoft SharePoint 2013 Designing & Architecting Solutions
Online Pogo Game Customer Service
Pogo Game Customer Care Helpline Number

Call Pogo Contact Phone Number and Enjoy Pogo Game
Using TLA+ for fun and profit in the development of Elasticsearch
Presentation transcript:

Universe, By Morten Zohnesen & Per Lohmann Poulsen A dynamic multi-server architecture for massively multiplayer games

About us Morten Zohnesen –Media Technology and Games – Technology (MTG-T) –IT Engineer from DTU (Technical University of Denmark) Per Lohmann Poulsen –Media Technology and Games – Technology (MTG-T) –IT Engineer from IHK (Engineering College of Copenhagen)

The prototype Multi-Server game architecture –Designed for massively multiplayer online games –Supports large scale concurrent battles –Supports huge game worlds –Seamless player movement between servers

MMO’s today Sharding –Up to 10,000 simultanious players Loading screens –Moving from one area/zone/server to another Static server structure –Lacking robustness towards player flocking –Game design considerations

Proposed solution Dynamic world partitioning –Very high number of concurrent players –Support for player flocking Seamless movement in game world –No loading screens –Full visibility No need for sharding

Six months later... Three components Master server –Central authentication –Database access –Load balancing Server –Handles players –Dynamic zone sizes Test client –Multi-Client test tool

System demonstration