Please use this identifier to cite or link to this item:
|dc.title||Hydra: A massively-multiplayer peer-to-peer architecture for the game developer|
|dc.identifier.citation||Chan, L.,Yong, J.,Bai, J.,Leong, B.,Tan, R. (2007). Hydra: A massively-multiplayer peer-to-peer architecture for the game developer. Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 : 37-42. ScholarBank@NUS Repository. <a href="https://doi.org/10.1145/1326257.1326264" target="_blank">https://doi.org/10.1145/1326257.1326264</a>|
|dc.description.abstract||We present the design and implementation of Hydra, a peer-to-peer architecture for massively-multiplayer online games. By supporting a novel augmented server-client programming model with a protocol that guarantees consistency in the messages committed when nodes fail, existing game developers can realize the benefits of a peer-to-peer architecture without the burden of handling the complexities associated with network churn. Our key contribution is the development of a programming interface that is intuitive and easy to use, and that can be supported transparently at the network layer. We have implemented a prototype of Hydra and we demonstrate that our proposed architecture is practical by developing two games under the Hydra framework: a simple "capture the flag" tank game and a squad-based real-time strategy (RTS) game. Our experience in developing these games suggests that our proposed programming model is suitable for game development. Our preliminary experiments also show that Hydra imposes only a small message overhead and is thus scalable.|
|dc.description.sourcetitle||Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07|
|Appears in Collections:||Staff Publications|
Show simple item record
Files in This Item:
There are no files associated with this item.
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.