Please use this identifier to cite or link to this item: https://doi.org/10.1145/1326257.1326264
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dc.titleHydra: A massively-multiplayer peer-to-peer architecture for the game developer
dc.contributor.authorChan, L.
dc.contributor.authorYong, J.
dc.contributor.authorBai, J.
dc.contributor.authorLeong, B.
dc.contributor.authorTan, R.
dc.date.accessioned2013-07-04T08:32:36Z
dc.date.available2013-07-04T08:32:36Z
dc.date.issued2007
dc.identifier.citationChan, 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.isbn9780980446005
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/41655
dc.description.abstractWe 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.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1145/1326257.1326264
dc.sourceScopus
dc.typeConference Paper
dc.contributor.departmentCOMPUTER SCIENCE
dc.description.doi10.1145/1326257.1326264
dc.description.sourcetitleProceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames '07
dc.description.page37-42
dc.identifier.isiutNOT_IN_WOS
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