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Online Game Programming: Massively Multiplayer (MMO)
Complex Systems Based High-Level Architecture for Massively Multiplayer Games |
Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping |
Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent |
Massively Multiplayer Scripting Systems |
Real-World MMO Object Sharing |
MMP Server Cluster Architecture |
Massively Multiplayer Games Using a Distributed Services Approach |
Architecture and Techniques for an MMORTS |
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 |
General Lobby Design and Development |
Thousands of Clients per Server |
Efficient MMP Game State Storage |
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 |
Unit Testing for Massively Multiplayer Games |
A Flexible Simulation Architecture for Massively Multiplayer Games |
Using the Twisted Framework for MMP Service Integration |
Observer/Observable Design Pattern for MMP Game Architectures |
MMP Server Development and Maintenance |
Small Portals: Tapping into MMP Worlds via Wireless Devices |
Considerations for Movement and Physics in MMP Games |
Unique Challenges of Console MMP Games |
Leveraging Relational Database Management Systems to Data-Drive MMP Gameplay |
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