Load balancing on an interactive multiplayer game server
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In this work, we investigate the impact of issues related to performance, parallelization, and scalability of interactive, multiplayer games. Particularly, we study and extend the game QuakeWorld, made publicly available by id Software under GPL license. We have created a new parallelization model for Quake's distributed simulation and implemented this model in QuakeWorld server. We implemented the model adapting the QuakeWorld server in order to allow a better management of the generated workload. We present in this paper our experimental results on SMP computers. © Springer-Verlag Berlin Heidelberg 2007.
author list (cited authors)
Cordeiro, D., Goldman, A., & da Silva, D.