Scalable User Content Distribution for Massively Multiplayer Online Worlds.

The article discusses massively multiplayer online worlds (MMOW's), examining the manner in which computer programmers reduce network demands on MMOW servers and user clients. Techniques used, the article indicates, includes the description of user content as aggregate collections which can be ident...

Full description

Bibliographic Details
Published in:Computer (00189162) Vol. 41; no. 9; pp. 38 - 45
Main Author: Symborski, Carl
Format: Article
Published: IEEE Sep2008
Subjects:
Online Access:View this record in EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=34383364&site=ehost-live
header:
  @attributes:
    shortDbName: hlh
    uiTerm: 34383364
    longDbName: Humanities International Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    jinfo:
      jid:
        00189162
        PUT
      jtl: Computer (00189162)
      issn: 00189162
      maglogo: N
    pubinfo:
      dt: Sep2008
      vid: 41
      iid: 9
      pid: 13605
      pub: IEEE
    artinfo:
      ui:
        34383364
        10.1109/MC.2008.397
      ppf: 38
      ppct: 7
      formats:
      tig:
        atl: Scalable User Content Distribution for Massively Multiplayer Online Worlds.
      aug:
        au: Symborski, Carl
        affil: Johns Hopkins University.
      su:
        Multiplayer games
        Computer networks
        Scalability
        Software engineering
        Video games
        Roleplaying games
        Massively multiplayer online role-playing games
      sug:
        subj:
          Multiplayer games
          Computer networks
          Scalability
          Software engineering
          Video games
          Roleplaying games
          Massively multiplayer online role-playing games
      ab: The article discusses massively multiplayer online worlds (MMOW's), examining the manner in which computer programmers reduce network demands on MMOW servers and user clients. Techniques used, the article indicates, includes the description of user content as aggregate collections which can be identified with summary descriptors and allowing user clients to have control of needed content transfer to the client from the servers. Also discussed is the use of a download service hierarchy which has been implemented by a content delivery network service and parallels of MMOW's with massively multiplayer online games (MMOG's).
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
    refInfo:
    copyright:
      @attributes:
        flag: Y
      dt:
        @attributes:
          year: 2008
    holdings:
      @attributes:
        islocal: N