Firefall is a free-to-play cooperative online shooter game with a "shardless" world and instance-based maps. The developers chose to build the game infrastructure in the cloud to handle unpredictable player numbers and development changes, and to take advantage of cost savings from cyclical player behavior. Their goals were quick regional expansion, on-demand scalability, minimal downtime disaster recovery, and self-healing systems. Over time they evolved their AWS architecture to expand globally and improve platform features like zero downtime updates and global player mobility. They utilize both third-party and custom tools to monitor and manage the cloud infrastructure.
Windows 8 및 Windows Server 2012의 새로운 Network Extensions인 RIO에 대한 소개와 성능 평가, 그리고 샘플 코드입니다.
멀티플레이어 게임 동기화 이야��� (최종일관성, 서버 되감기, 결정성)
부제: HTTPS 만 잘 알면 모바일 게임이 빨라진다?
NDC Python 게임서버 안녕하십니까? : 몬스터 슈퍼리그 게임 서버 편의 후속으로 기획된 발표입니다. 사내 준비 도중 "너굴" 님의 질문에서 시작되었습니다. 이 발표는 잘 알려진 RPC Framework 인 Thrift, gRPC를 살펴보고 예시로 오델로 게임을 만들어보면서 기존 RPC framework 들이 게임의 서버/클라 구조에 잘 어울리지는 살펴보고 왜 몬스터 슈퍼리그에서 그런 선택을 했는지 살펴봅니다. 그리고 게임에 맞게 RPC 를 설계하고 이를 이용하여 온라인 오델로 게임을 완성해봅니다.
NDC14에서 발표한 "[야생의 땅: 듀랑고] 서버 아키텍처" 세션의 슬라이드입니다. 슬라이드에 설명이 많지 않은데, 디스이즈게임에서 발표 내용을 잘 정리해주었습니다. 기사도 함께 보시면 좋을 것 같습니다. http://www.thisisgame.com/webzine/news/nboard/4/?n=54955
2014년 작성. WSAD방식의 MMOG 게임을 개발할때 서버사이드에서 충돌 및 이동처리를 할 수 있도록 엔진을 설계하고 구현하는 방법.
The document discusses various strategies for scaling online game server architecture to improve performance and handle increasing loads. It describes partitioning game worlds across multiple servers, using instance dungeons served by separate servers, and maintaining parallel game worlds each with their own set of game and database servers. Hardware-based scaling through use of SSDs, high-RPM disks, RAID configurations, and careful database modeling is also covered.
NHN NEXT 게임 서버 프로그래밍 강의 자료입니다. 최소한의 필요한 이론 내용은 질문 위주로 구성되어 있고 (답은 학생들 개별로 고민해와서 피드백 받는 방식) 해당 내용에 맞는 실습(구현) 과제가 포함되어 있습니다. 참고로, 서버 아키텍처에 관한 과목은 따로 있어서 본 강의에는 포함되어 있지 않습니다.
Lock-free 멀티쓰레드 프로그래밍 기법과 Transactional Memory를 실제 사용예제를 통해 설명하고, 성능을 보여줌.
The document describes the architecture of an MMO game called Happy Me. It discusses three key parts of the architecture: an object management system using MVC design, an automatic synchronization framework between server and client, and a custom network message dispatching system. The architecture provides a seamless MVC framework across server and client and addresses common challenges in synchronization for active server games. It also allows the game to easily scale on AWS infrastructure.
A presentation done for my Oral Presentation Skills course. I got the maximum scores for it thus my course is practically done with the best possible mark too :D Again, the explanations and text was said and not included in the slideshow but you still might enjoy the screenshots taken from several games ;) -Qvi
This document provides a high-level introduction to the technology involved in massively multiplayer online (MMO) games. It discusses IBM's role in gaming and provides an overview of MMO architecture patterns, components, and growth considerations. Key systems like economic, game, and support organs are examined at a basic level. Factors like upfront and ongoing costs, user base sizing, and infrastructure scaling are also addressed. The future of MMOs is speculated to include more genres, platforms, user-generated content, and global free-to-play models.
This document discusses the development of a prototype virtual world distributed server in Erlang to analyze the needs of massively multiplayer online game servers. It describes some key problems for MMOG servers, how Erlang was used to quickly prototype solutions, and tests conducted on architectures with different node configurations. The tests aimed to determine the maximum supported number of players and identify issues causing desynchronization between clients and servers. The prototype was found to be effective for rapidly exploring algorithms and architectures for distributed MMOG systems.
Presentation on MMOG architecture given to several app development groups interested in moving into the game design world. Much of this content was inspired by t-machine.org.
Computer graphics, 3d rendering,3d graphics,Components of a 3D Graphic System,3D Modeling,3D Rendering,Illumination for scan-line renderers, 3D Graphics and Physics
Mobile applications nowadays are developed either for a local (native) or for a client-server execution. However, applications in the future will be developed with cloud in mind, i.e. act as native applications, but do the heavy processing and storage in the cloud, deliver only needed parts and data at runtime and able to run offline. In order to better understand how to facilitate the building of mobile cloud-based applications, we have surveyed existing work in mobile computing through the prism of cloud computing principles. We provide an overview of the results from this survey, in particular, models of mobile cloud applications. We also highlight research challenges in the area of mobile cloud computing.
Diễn giả: Nguyễn Ngọc Thủy Đơn vị: Tamtay.vn
This document summarizes an architecture for a multiplayer online game. It includes three main systems: an object management system to organize game data, an auto synchronization framework to keep server and client data in sync, and a network message dispatching system for server-client communication. It was developed over 12 months by a team of 3 system developers and 4 game developers to support a room-based social game with a web-based Unity3D client.
- Social networks in MMOs can be defined as the social structures and relationships that develop between players through gameplay and interaction tools. They often resemble real-world social networks. - EVE Online exemplifies how robust social networks form in MMOs. Players organize into corporations and alliances that may include thousands of members and function similarly to companies and nations. Communication tools are essential for coordination. - As player groups grow larger, game designers must consider how to support emerging leadership roles and social hierarchies to ensure networks remain fun and don't disrupt new player experiences. The lines between MMOs and social media will continue to blur as virtual communities deepen.
MMO Traffic is a marketing partner focused on the MMO games market. It aims to redefine the MMO games marketing landscape by utilizing affiliate partnerships to increase developers' player bases through new channels. As the largest MMO games network, it provides various marketing products like widgets, display ads, and white-labeled content to over 500 affiliates with a global reach of over 100 million monthly users. MMO Traffic operates its own MMO game portals and has a leading technology platform to optimize results and revenue for developers.
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1, 356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces. We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game’s nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game’s design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within one hour can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.
EA: Optimization of mobile Unity application
This document discusses online games and their impact on computer networks. It begins by looking at global trends in online gaming, including the growing popularity of multiplayer games and shift towards online and mobile platforms. It then examines how network latency impacts gameplay quality and discusses common online game genres and architectures. The document analyzes characteristics of network traffic for games and potential bottlenecks in client-server architectures. It also explores methods for estimating quality of experience, including models that consider latency, jitter and packet loss. The document notes limitations in applying quality models across different game titles.
Jose Saldana, Mirko Suznjevic, Tutorial "Online Games: Traffic Characterization and Network Support," Consumer Communications and Networking Conference, CCNC 2014. Las Vegas, January 10, 2014, PM sessions.
In this session, AWS shares best practices for mobile, console, and MMO games that can scale from 1,000 to 1,000,000 users. See how to create a game backend using Amazon EC2 and AWS Elastic Beanstalk. Learn about database scaling challenges, and how to use Amazon DynamoDB and Amazon ElastiCache to address them. And, hear how to deliver game assets efficiently using Amazon S3 and Amazon CloudFront. Then, hear from Roope Kangas, Lead Server Developer and co-founder at Grand Cru, about their journey launching and cost-optimizing Supernauts on AWS. Grand Cru used load testing to validate their system before launch, enabling them to reach 1 million users in 6 days. Then, after launch, the team optimized their architecture based on system metrics to cut their AWS costs by more than half.
This document describes the architecture of an MMO casual game. It has a room-based active server architecture with a web-based Unity3D client. It uses three main systems: an object management system, a server-client data synchronization framework, and a network message dispatching system. The object management system uses an MVC pattern to manage game objects in a single system. The auto synchronization framework automatically synchronizes property changes between the server and clients. The network message dispatching system allows easy registration and handling of custom structured messages.
Talk by Johan Andersson (DICE/EA) in the Beyond Programmable Shading Course at SIGGRAPH 2012. The other talks in the course can be found here: http://bps12.idav.ucdavis.edu/
INTRODUCTIONTO OPERATING SYSTEM What is an Operating System? Mainframe Systems Desktop Systems Multiprocessor Systems Distributed Systems Clustered System Real -Time Systems Handheld Systems Computing Environments
This document discusses how NoSQL databases can help organizations address challenges related to big data including volume, variety, and velocity of data. It provides examples of how different types of NoSQL databases like key-value stores, document stores, and columnar stores provide more flexibility and scale than traditional relational databases. The document also explains Aerospike's architecture as a distributed in-memory NoSQL database that uses a distributed hash table to evenly distribute data and ensure high performance and linear scalability.
Hear how Turtle Rock launched Evolve, their fast-paced mercenary-vs-monster first-person shooter (FPS), to millions of players using AWS regions around the globe. Turtle Rock provides an in-depth view into Evolve's architecture on AWS, including both their Amazon EC2 and Elastic Load Balancing web API stack, as well as their Crytek-based UDP game servers. Hear how they used Amazon VPC subnets, along with an RDS MySQL based server registration service, to balance players across Availability Zones and regions. Learn about Turtle Rock's innovative game server scaling logic, which maintains a pool of game server capacity while keeping costs in check. Finally, see Evolve’s Graphite and Grafa monitoring setup, which provides player count and server health status across their worldwide fleet.