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https://doi.org/10.1145/1326257.1326264
DC Field | Value | |
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dc.title | Hydra: A massively-multiplayer peer-to-peer architecture for the game developer | |
dc.contributor.author | Chan, L. | |
dc.contributor.author | Yong, J. | |
dc.contributor.author | Bai, J. | |
dc.contributor.author | Leong, B. | |
dc.contributor.author | Tan, R. | |
dc.date.accessioned | 2013-07-04T08:32:36Z | |
dc.date.available | 2013-07-04T08:32:36Z | |
dc.date.issued | 2007 | |
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.identifier.isbn | 9780980446005 | |
dc.identifier.uri | http://scholarbank.nus.edu.sg/handle/10635/41655 | |
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.uri | http://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1145/1326257.1326264 | |
dc.source | Scopus | |
dc.type | Conference Paper | |
dc.contributor.department | COMPUTER SCIENCE | |
dc.description.doi | 10.1145/1326257.1326264 | |
dc.description.sourcetitle | Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07 | |
dc.description.page | 37-42 | |
dc.identifier.isiut | NOT_IN_WOS | |
Appears in Collections: | Staff Publications |
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