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	Online Game Programming: All Articles
	  
	
Dynamically Adaptive Streaming of 3D Data for Animated Characters  |  
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Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, and Nadia Magnenat-Thalmann (MIRALab, C.U.I, University of Geneva), and Chris Joslin (School of Information Technology, Carleton University) Game Programming Gems 6 |   
Complex Systems Based High-Level Architecture for Massively Multiplayer Games  |   
Generating Globally Unique Identifiers for Game Objects  |   
Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping  |   
Reliable Peer-to-Peer Gaming Connections Penetrating NAT  |   
Automated Testing for Online Games  |   
Massively Multiplayer Scripting Systems  |   
Real-World MMO Object Sharing  |   
MMP Server Cluster Architecture  |   
Massively Multiplayer Games Using a Distributed Services Approach  |   
Metrics Collection and Analysis  |   
Delta-Compression for Heterogeneous Data Transfer  |   
Architecture and Techniques for an MMORTS  |   
Animated Procedural Skies  |   
Time and Event Synchronization Across an MMP Server Farm  |   
Anti-Cheat Mechanisms for Massively Multiplayer Games  |   
The Quest for Holy Scale-Part 1: Large-Scale Computing  |   
The Quest for Holy Scale-Part 2: P2P Continuum  |   
Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time  |   
Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent  |   
Implementing a Seamless World Server  |   
Designing a Vulgarity Filtering System  |   
Fast and Efficient Implementation of a Remote Procedure Call System  |   
Overcoming Network Address Translation in Peer-to-Peer Communications  |   
A Reliable Messaging Protocol  |   
Safe Random Number Systems  |   
General Lobby Design and Development  |   
Thousands of Clients per Server  |   
Efficient MMP Game State Storage  |   
Practical Application of Parallel-State Machines in a Client-Server Environment  |   
Bit Packing: A Network Compression Technique  |   
Time and Consistency Management for Multiserver-Based MMORPGs  |   
Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling  |   
Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling  |   
Creating a �Safe Sandbox� for Game Scripting  |   
Unit Testing for Massively Multiplayer Games  |   
Using the Twisted Framework for MMP Service Integration  |   
Beyond 2: An Open-Source Platform for Virtual Worlds  |   
Parallel-State Machines for Believable Characters  |   
Observer/Observable Design Pattern for MMP Game Architectures  |   
Seamless Servers: The Case For and Against  |   
Server-Side Object Refresh Rates  |   
MMP Server Development and Maintenance  |   
Small Portals: Tapping into MMP Worlds via Wireless Devices  |   
Precise Game Event Broadcasting with Python  |   
Considerations for Movement and Physics in MMP Games  |   
Minimizing Latency in Real-Time Stategy Games  |   
Real-Time Strategy Network Protocol  |   
A Flexible Simulation Architecture for Massively Multiplayer Games  |   
Scaling Multiplayer Servers  |   
Template-Based Object Serialization  |   
A Network Monitoring and Simulation Tool  |   
Creating Multiplayer Games with DirectPlay 8.1  |   
Wireless Gaming Using the Java Micro Edition  |   
A Network Protocol for Online Games  |   
	
	
	 
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