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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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