The scalability of large-scale networked virtual environments (NVEs) such as today's massively multiplayer online games (MMOGs) faces inherent limits imposed by client-server …
Modern massively multiplayer online games (MMOGs) allow hundreds of thousands of players to interact with a large, dynamic virtual world. Implementing a scalable MMOG …
Developing distributed multiplayer games for ad-hoc networks is challenging. Consistency of the replicated shared state is hard to ensure at a low cost. Current consistency models …
AI Wang, N Nordmark - … -ICEC 2015: 14th International Conference, ICEC …, 2015 - Springer
Game development is different from traditional software engineering in that there are no real functional requirements and the customers buy and use the software only because it is …
J Kienzle, C Verbrugge, B Kemme, A Denault… - Proceedings of the 4th …, 2009 - dl.acm.org
This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting. Mammoth provides a modular architecture …
Y Makihara, Y Yagi - 2008 19th International Conference on …, 2008 - ieeexplore.ieee.org
We propose an iterative scheme of spatio-temporal local color transformation of background and graph-cut segmentation for silhouette extraction. Given an initial background …
J Al‐Jaroodi, N Mohamed - Concurrency and Computation: Practice …, 2012 - academia.edu
Middleware! It was somewhere, and now it is definitely everywhere. Over the past four decades, the term middleware has been tossed around, picked up, and investigated …
The anonymity of the darknet makes it attractive to secure communication lines from censorship. The analysis, monitoring, and categorization of Internet network traffic are …
In this paper, we present a dynamic area of interest management for massively multiplayer online games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), we …